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Kenshi 1.0.57 (experimental) - Plus FCS 2.1 update



Small updates to Japanese translation in main branch plus experimental release of FCS v2.1.

FCS update currently found in experimental branch until next update.

FCS 2.1 Changelog:

  • Added documentation for FCS
    • Adapted from our own in-house documentation
    • Non-comprehensive, but it's a start!
  • Added improved item search functionality
    • Recursive property and reference searching
      E.g.
      • find squads with more than 10 skeletons
        • (In Squads section) squad.v0 > 10; squad.race = skeleton
      • find research items with ingredients with values over 1000 cats
        • (In Research section) cost.value > 1000
      • Building shells requiring construction materials with ingredients that have a value over 100 cats
        • (In Building Shell section) construction.ingredients.value > 100
    • Added ability to search using Regex
      e.g.
      • Find all dialogue lines with numbers in text
        • (In _lines section) text ? (\b[0-9]+\b)
    • Significantly improved performance of item filtering
  • Added an "Everything" section to search through all items at once
  • Added a new panel when translating conversations
    • Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
  • 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
      e.g.
      • Can now select all research items and halve the amount of items required to complete
      • Can select any number of weapons and multiply bleed damage multipliers by 1.5
  • Added spell check feature
    • Works for any multi line item property
      e.g.
      • Descriptions for items, races, and buildings
      • Dialogue lines
  • Added option in merge window to show previously skipped changes
  • Added multi line display on single lines for change list and merge mod windows
  • Added ability to open items from the merge window
  • Added tree view for notes
    • Dialogue lines now parented to conversations
  • Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
  • Added categories and filtering options to errors window
  • Added error reporting on more problems loading def files
  • Added number of errors to the errors window title
  • Added error to be displayed if fcs.def has invalid FCSEnum value
  • Added lots more error types as well
  • Added derived score to dialogue lines display
  • Added additional UI for Todo window, added delete option
  • Added ability to use Ctrl-A to select all items in a list
  • Added a reset columns function to turn off all custom columns at once
  • Added dialogue keyboard shortcuts
    • Ctrl+1-5 : change speaker
    • Ctrl+L : add line
    • Ctrl+I : add interjector
  • Added ability to restore backups when loading mods
  • Added modified dialogue lines under owning dialogue in change list
  • Added ability for TripleInt properties to be displayed with % signs
  • Added ability to show % symbols when displaying values in custom columns
  • Added copy dialogue line stringID action to dialogue editor
  • Added MODIFIED_MISSING item state
  • Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
  • Added combined description panels in dialogue package editor
  • Added 'Expand Link' to dialogue context menu
  • Added warnings to a dialogue line translation when original text is changed
  • Added ability to change mod folder location in fcs_settings.def
  • Added ability for events to display descriptions from FCS_enums.def
  • Added assets folder path to fcs_settings.def
  • Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
  • Added restore option if a dialogue line was deleted by the active mod
  • Added additional checks to avoid creating invalid links when merging mods
  • Updated translation mode with new features/fixes
    • When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
    • Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
    • Updating duplicate text now refreshes all nodes/forms with updated text
  • Renamed ToDo toolstrip button to Notes and added an icon
  • Improved resizing behaviour of Errors window
  • Improved resizing behaviour of Notes window
  • Pressing down arrow key in 'add reference' window switches focus to item list
  • List References window opens all selected items when OK pressed
  • Clear changes command in error list resolves 'Modified item undefined error'
  • Listing references now shows what field item is referenced by
    • Added a bit more info when displaying what dialogue lines have effects that reference an item
  • Standardised descriptions in fcs.def when referencing val0/1/2
    • Sometimes we had val1/2/3 for extra confusion

Bug Fixes
  • Fixed custom column duplication
  • Fixed potential duplication of global settings and artefacts lists
  • Fixed todo list sometimes not filtering correctly
  • Fixed mod version number being overwritten
  • Fixed removed fields not appearing in misc section if there is a reference list of the same name
  • Fixed cleanup if there is a reference list with the same name as a removed field
  • Fixed system thinking a mod has changed if you just select a reference property
  • Fixed merge dialogue showing extra DELETED items
  • Fixed change list not displaying MODREF values correctly
  • Fixed some other incorrect uses of GameData Desc flags
  • Fixed custom column menu bug introduced by adding the reset command
  • Fixed reverting items not reverting all subitems
  • Fixed crash reverting subitems in change list
  • Fixed crash deleting items that own subitems
  • Fixed being able to modify locked dialogue packages
  • Fixed crash when cloning items
  • Fixed reverting MODIFIED_MISSING items
  • Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
  • Fixed save file backups being deleted if save failed
  • Fixed exception opening missing reference errors in translation mode
  • Fixed bug deleting items that are deleted by a later mod
  • Fixed being unable to delete broken dialogue lines
  • Fixed being able to edit deleted line items
  • Fixed some issues with forms owned by merge dialogue
  • Fixed close all button making some windows unopenable

Japanese language update

-Japanese translation update

1.0.55

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

1.0.53
-Generate distant towns is now an option, disabled by default.
-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)

1.0.54 - 1.0.55
-Hotfixes
-Update to Japanese translation

Community Update #43: More Merch, FCS Updates, Japanese Language Overhaul & More

Greetings, oh followers of Kenshi, are you well? We hope so. Here in the UK we’re largely preparing for the festive season by hoping to Okran that Christmas isn’t cancelled for the second year running. Wish us luck and stay safe out there!

We promised we’d have an update to you as quickly as we could get it out there so here we are. We’re still working on a lot of top secret stuff we can’t yet talk about but here’s what we can show you:

[h3]Kenshi 2 Modding - District Divider[/h3]

[previewyoutube][/previewyoutube]

We’re doing everything in our power to make sure modders are going to be given a lot of the same tools we’re developing to create Kenshi 2. Here’s the district dividing tool for you to have a gander at. Sexy right?

This new system will allow settlements/towns/cities to be created with different districts for wealth, faction, race, you name it. Squads can belong to multiple districts or none at all. If you want a district in your NPC town for everyone called Dave, now you can!

[h3]Kenshi 2 Outtakes - Here Comes the Hotstepper[/h3]



(better version of GIF here)

For the older players out there, you may remember how in Goldeneye on the N64, pretty much everything could cause an explosion if you looked at it for long enough (well, okay if you shot it a few times). Here’s our accidental tribute to that. It won’t be making it to the final product.

[h3]Kenshi 2 - Lighting[/h3]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

WARNING: THIS IS NOT EXACTLY HOW KENSHI 2 WILL LOOK. WE’VE MADE THESE PREPOSTEROUS LIGHTING CONDITIONS PURELY FOR THE SAKE OF SHOWING OFF TRANSITIONS.

In Kenshi 1 there were some subtle lighting changes for different biomes. For Kenshi 2 we’re taking this much further by providing our artists and modders with the ability to set up different lighting, fog and post processing effects for different areas of the world.

This means the Oversaturation Nation and the black and white Noir Ville can now become a possibility. How these effects transition between one another can also be configured to allow for more subtle or ridiculous changes. Obviously, we’ve opted for the latter in the above examples…did we mention this isn’t exactly how Kenshi 2 will look?

Also: JujaLand isn’t real, or in Kenshi 2. And it can’t hurt you.

[h3]New Kenshi Merch[/h3]







We’re launching a range of new Beak Thing shirts and hoodies available for you to purchase from RobaRoba. We’re finally branching out from exclusively black shirts with a lovely maroon and a beautiful blue for you to pick from for these designs.

[h3]Stickers[/h3]



I know we promised you stickers in the last update. Apologies for the delay; things kinda blew up and we had a lot of merch-related stuff to deal with due to your massive amount of support!

Stickers are now actually on sale! Check them out over at RobaRoba.

[h3]Kenshi 1/2 FCS - New Documentation and Updates - Coming in January[/h3]

We’re constantly improving and adding features to FCS to help with the development of Kenshi 2. A lot of these changes are related to new features added to the game but a lot of them are done to improve the workflow for the rest of our team.

It’s these changes which we think would be appreciated by our (amazing) modding community as well our own team. We’ve gone to great lengths to ensure that most, if not all, of the upgrades we’re making to FCS for Kenshi 2 can also be delivered to Kenshi 1 players.

In this update we’re including a host of new features to help make mass data review and modification substantially more streamlined as well as provide detailed documentation for these features (check for Using the FCS.pdf in your games files!). I won’t go into everything here but we’ll include a full changelog of all the new features and bug fixes for anyone interested.

One feature that yielded some extra changes for Kenshi 1 was the addition of a spell check button for FCS. Turns out there’s been a couple of minor mistakes in GUI text and item descriptions for some time now. This was a good opportunity to clean these up.

We’ve also been preparing our tools for the localisation process of Kenshi 2. Whilst the game is not content complete at this current time, we certainly have a lot to be localised already.

As well as adding some improvements to our translation mode for FCS, we’ve also made a number of minor improvements for each locale for Kenshi 1 to give greater parity with the English version. This mainly includes making sure text doesn’t start and end with the wrong characters, such as when listing the requirements for crafting an item.

[h3]Revised Japanese Translation Update[/h3]



6th December marks the 3rd anniversary of Kenshi’s 1.0 release, and Lo-Fi Games is delighted to push out a new and revised Japanese-localised version of Kenshi for the occasion.

Kenshi has gone through multiple Japanese updates since it was first launched in Beta, but they didn’t quite reach a standard we were happy with. As such, we have reviewed and overhauled the entire (humongous) text.

We have to take a moment here to thank our newest and rather fantastic full-time recruit Meg, AKA Gumstar, who’s been working with us for a long while, but has now joined Lo-Fi Games as a full-time employee. Meg took on the challenge of re-translating the entire text herself, at the same time as managing our Japanese community and PR.

Meg will soon be working on the Kenshi 2 Japanese localisation, meaning we’re going to be getting a very high quality Japanese edition of the game as soon as it’s released!

The new translation pushed out today focused on:

  • Making sure that dialogue is both conversational and functional, while maintaining accuracy. Some conversational selections during dialogue events can change the game experience, so it was important to translate accurately while still sounding like a normal conversation. There are also typically English ironies and jokes that were lost in translation. We retranslated them contextually without using the exact words that suited better for Japanese.
  • Consistency in terms and tones - Kenshi has been translated by multiple translators in the past, resulting in inconsistent terms and tones throughout the game. This updated version eliminated most of the inconsistencies.
  • Maintaining the World of Kenshi - This new version no longer contains ‘Keigo’ (Honorifics) and is translated in a completely gender-neutral tone. There are sections of the game where the characters are assigned with random dialogues, so having gender-specific tones or Keigo doesn’t work for Kenshi. We tried to translate the best way we could with restricted tones without spoiling the game world.
  • Changes in Proper Nouns - Some mistranslated or questionable proper nouns translated into Japanese are now changed or expressed in Katakana (phonics). Some of the changes include location names such as Eye Socket and Okran’s Shield. We pondered a lot about changing some of the location names that players have grown accustomed to, but we wanted to ensure consistency with some of the terms that might appear in Kenshi 2.

While it took us over 2 years to complete the revised translation, there are probably quite a few misspellings and missing words with just one set of eyes going through it. If you notice anything, please get in touch here or via our social media.

Thanks for waiting for a long time for the new update, and we sincerely hope that you enjoy the new translation.

[h3]That’s all, folks[/h3]

Thanks for taking the time to join us for this little catch-up. As always, check out our Discord, find us on your favourite social platform and take care of yourselves!

Community Update #42: Kenshi 2 Hivers Info plus T-Shirts Available Now

Hi everyone, welcome to our next community update. Sorry it's been a while but it's pretty difficult to put these together without spoiling juicy details to you. Relax (enjoy death), though, because we will be releasing another update much, much quicker than usual after this one to help satiate your cravings for more Kenshi 2 #content.

Things are good with the Lo-Fi team; we’re making excellent progress, sharpening our tools and constantly evolving our processes. That sounds like corporate nonsense we know, but the detail would bore you and basically it means we’re getting Kenshi 2 made at a good rate. We are fully on schedule, and even ahead of schedule in some areas, we’re just not telling you what that schedule is just yet.

[h2]Kenshi T-shirts Available Now, Stickers Coming Soon[/h2]

So a few of you have been asking for merch and we are pleased to announce that we’ve partnered with the awesome folks at RobaRoba. They’re a spin-off of the excellent Indiebox, so they’re highly experienced with distribution and production.

We’re launching with a total of six different shirts for you to get your hands on. They’re going to be available in a range of sizes and will ship to a wide range of countries. For now, we’re only stocking the shirts in black but we will soon be adding some more colours, more fits and variations, and more merch in general.

Check out our official Kenshi shirts!


We also have some beautiful die cut stickers to get your hands on! They should be available on the RobaRoba launch but if you don't see them just yet, they'll be up there very soon.



[h2]Hivers[/h2]

This week we’re going to take a little look at the design behind the beloved Hivers, which we have some big plans for in Kenshi 2. We’ll let our 3D Artist Vitali lead you in...

Vitali: “As our fans will know, in the first game, we had different Hive sub-races but they all were using the same model, and only had color variation in terms of textures. We decided to change things up with Kenshi 2 and give them the love they deserve by making a new unique design for all additional sub-races (the exact variations will remain a secret for now). As for the Western Hive we decided to keep it as close as possible to the original”

Christopher (Concept Artist): "The Hiver is beloved by fans, and a really interesting design. I remember being filled with wonder at my first encounter with one of those stick-legged creatures, wandering alone through the desert. So working on the Hiver for Kenshi 2, a main point was to not implement changes that are too drastic and would change its visual identity.



Our 3D Artist Vitali started out with the main body of work, modelling the Hiver while refining the design. After that I made some over-paints to try different suggestions we came up with and see if they would improve the design further.

For example: We tried implementing the softer wrinkled skin from the elbows, at the shoulder as well. The Idea was to create further visual distinction between drone-types, other than the head.



Another thing we tried was changing the look of the horns. The idea here was to strengthen the appearance of them and underline the fact that soldier drones would be able to utilise their horns in combat as well as in social disputes. We decided to keep the original appearance of the horns, but will keep the possibility of more length variations via morphs within the character editor.



In the end we decided for some adjustments and discarded others. The result after Vitali worked his magic can be seen here. The final version turned out beautifully."