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high rated
Changelog for Update 0.98.30 (added 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
high rated
Changelog for Update 0.98.31 (added 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
high rated
Changelog for update 0.98.34 (added 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
high rated
Changelog for Update 0.98.36 (added 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
high rated
Changelog for Update 0.98.37 (added 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


Changelog for Update 0.98.38 (added 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
high rated
Changelog for Update 0.98.44 (added 02 August 2018):

- Mini patch to add some more debug data, for it seems the random crash still plagues us after all


Changelog for Update 0.98.45 (added 02 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
high rated
Changelog for Update 0.98.46 (added 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.


Changelog for Update 0.98.47 (added 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
high rated
Changelog for Update 0.98.48 (added 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
high rated
Changelog for Update 0.98.49 (added 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


Changelog for Update 0.98.50 (added 18 August 2018):

- Minifix for a crash when loading town/outposts that had no faction assigned
- Fixed the delay when loading a carried character


Changelog for Update 0.98.51 (added 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
high rated
Changelog for Update 0.98.52 (added 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


Changelog for Update 0.98.53 (added 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
high rated
Changelog for Update 0.98.54 (added 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


Changelog for Update 0.98.55b (added 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
high rated
Changelog for Updates (added 18 September 2018):

0.95.56
- Reduced the armour athletics penalties
- Minor improvements for AI campaigns, should improve them all arriving at the destination at the same time more often
- Stopped imprisoned NPCs being set as the leader of a campaign
- Overlapping player towns now get merged, to reduce AI confusion
- Fixed being able to build inside NPC town radius if player town is nearby
- Town population building allocation now consistent each game
- Fixed context menu crash if no player characters
- Medic job no longer ignored when carrying a hostile npc
- Fixed a saving bug


0.95.57
- A fix for picking up characters
- Fix for a character editor crash for the southern hive


0.95.58
- Fixed armour dodge stat not applying if it was a bonus
- Mounted buildings use town of the building they are mounted to
- Allow dismantling of mounted buildings on player owned buildings in npc towns
- Fixed being able to build inside NPC town radius if player town is nearby
- Fixed picking up characters again
- Fixed dead character animation not updating straight away when picked up, causing rigamortis
- Random crash fix


0.95.59
- No more wall termites, now if you seal up your base with no gates the AI will smash the walls down
- A fix for the animation modding system
TRANSLATION
- Fixed the french translation not working at all
- Updated french, spanish and japanese languages


0.95.60
- hotfix for characters unresponsive to movement bug


0.95.62
- 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
high rated
Update 0.99.2 Out Now (Experimental)
By Nat Posted On October 15, 2018

Update 0.99.2 is out now on the Experimental branch! 0.98.62 is out on the main stable branch.

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, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums.
0.99

The new map section is finally open! I won’t detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES

An AI fix that should stop characters running off for no reason sometimes

0.99.1

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

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
Post edited October 16, 2018 by Ertaan75
high rated
Experimental Branch
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
high rated
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