Kenshi v0.65.3seeders: 5
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Kenshi v0.65.3 (Size: 1.69 GB)
Description[code]0.65.0 This is Mainly A quick bug-fixing Update, but it adds Also in some of the wall New Models: FEATURES New Walls and gates (Level 1 & 2). Old walls are phased out. Levels 3-5 are coming soon, Along with Defence towers. bugfixes Fixed the Corrupted character Stats (Usually Dexterity) bug. Existing Corrupted characters Will be Fixed, but Stats Will be guessed. Characters can not shoot Themselves Anymore Halved the number of targeted assaults Bandit, as it's Only A temporary system for now. Fixed Build mode crash Few Other Small fixes crash 0.64 Turrets are the main feature this time. They still need A bit of tweeking and balancing but you can now research and Build Them. Only Crossbow Turrets are in for now, harpoon Turrets Basically Will be the next tech Level on from Them, but I Would like to wait and See How the feedback from the first turrets is first. Of course this will lay the foundation for personal crossbow weapons later on. FEATURES Added Crossbow Turrets! Added A Get up off the Floor animation, as A temporary Medical Improvement to the system feel the Improved Encounter rate, so hopefully you Will Run into Bandits more, like in Older versions. Toughness XP is based on amount of Damage received, instead of enemy attack skill. More pain = more Gain. New sky system now in Place Medkits in your Inventory GUI bars have to Show How full / empty They are. bugfixes Combat sword hit-boxes and Ranges have Been Refined, so less missing your targets Characters WHO cant Carry anyone Because they've Got an Injury Will Let you know, INSTEAD of just Standing there now stop Wounded arms dangling once Healed Stacking medkits will not Re-Charge Them, They Will merge INSTEAD. Fixed the AI for the "Bodyguard" task. It can now be Also shift-clicked to make it A permanent job. Renamed city of Catan to "Capan" since I found out "Catan" is already the name of well-known A boardgame. Fixed the bug hair vanishing FUTURE PLANS: There Will be more regular updates over the next few weeks at Least, Including New walls and crafting stations, and Possibly more Turrets. The New pathfinding system Will be Ready in A few weeks and Will Solve A lot of Bugs with walls, gates and teleporting NPCs. It will also allow for some fun new features in the future. When we finally start populating the new world map we can integrate these new features into the game a bit more. AI towns and outposts can make use of new models and they will have their own turrets for defence. Stone and metal resources, as well as farming and new resources, will be map location dependent. The current system of bandit assaults will be more based on their faction and town health, and you'll be able to sort them out by wiping them out or assassinating their leaders. Towns will also be designed better to better allow for defence, stealth, thievery, sabotage. We also have new building types coming in, and I've even put in the groundwork code for animals, although that feature is still a ways off (animals are still in concept phase). 0.62.0 Your Base Will Get randomly assaulted by dust Bandits, Bandits starving, and sometimes Cannibals. Sometimes the hungry Bandits Rob Will TRY to you and your Take All Resources. Lock up your Storage boxes in Building A Safe! Added the feature back in splinting. Splint kits now work, but can only be used on arms and legs. It's Done automatically DURING first Aid if the Medic has A splint kit. Added Auto-save options to the Shopkeepers and Their bodyguards will not Keep running out to save the Town, All Town Guards will not Stray too Far from A Town When chasing Enemies down Shortened some of the Level 1 research, all research 25% faster, Building Speed 2x Slower Added A New Farming Village, planning to do more with it later bugfixes I Fixed A Pretty significant memory leak, so hopefully That fixes or at Least Improves the "super crash" s dust Bandit raids now go Home After Defeating you added in female backpack Models and Other Clothing A few Tweaks A ton of Fixed Bugs in the system Faction assault Fixed A bug That Gave All hungry Bandits A +5 to Combat skills Fixed the "Failed to load compositor" crash that some systems were getting. (Untested) Multiplying the Fixed / vanishing big shopkeepers When Changes Made to the population options (import required to restore shopkeepers) (untested) Put error logging and "save failed" Warning message to TRY and catch the Cause of corrupt savegames Fixed KO Increasing time When loading game Many Crashes Fixed crash dumps from Player 0.61.0 Here are the rules to the New Medical system: If A vital bodypart (head / Chest / stomach) Goes below 0, then it Causes A knockout A knockout is based on A Countdown timer. The time is A Total of All the characters Damage, Including bloodloss (head Counts for Double time, limbs count for Half) Once this timer Counts down to 0, the character can Get up Again if His vital parts are still above -50 Vital bodyparts slowly degenerate when they are below 0 (unless bandaged). So once ITS below -50, you Will Die Without Medical Attention. Once A vital bodypart degenerates below the -50 Point Will he go into A Coma and can not Wake up until All Vitals are above 0 Again. If Blood Goes below 0, he will KO. However once the KO timer runs out and blood goes above 0 and he gets up again, the next KO point for bloodloss will be -25. Allows this to Fight HIM A bit more, closer to HIM Gets Risk of Death, and Prevents the "Constantly getting up then going down in one hit Again" problem. So A character can Get up and Fight Again with, Say, -30 Chest damage. Will he go down Again Instantly if he is hit in the Chest, and it Will be worsening the whole time if he does not Get it Bandaged As before if A vital bodypart Reaches -100 then it Means Death If A non vital bodypart (EG an arm) goes below -100 then it will cause slow bloodloss until death. Eventually I Will IMPLEMENT Severance, so you Mean -100 Will Lose the Limb and Will need A robotic replacement. The end result: After A Battle, some characters May Die, May Lose some limbs, some Will go into comas Prolonged, others Will Recover and heal themselves or die later. They never get stuck in a limbo state where they are unconscious forever. Battles are more interesting. New "Toughness" stat: That I Said before you reach A Critical Point of no return When your Health Goes below -50. That WAS A Lie, the actual number is based on your Toughness and can range from -10 to -80 if you are Mega-tough. Increased Toughness stat is Primarily by getting hurt. Toughness has A Huge Bonus XP if you are Fighting while Critically Wounded or crippled You earn XP Toughness A Huge Reward if you Force your characters to Get up and Fight Again while They are down and "Playing Dead" so the Enemy That leaves. 'Cus that's a tough thing to do. Also the Bonus is Multiplied by How many are there of Them. Affects Damage resistance INSTEAD of Melee Defence OTHER STUFF Way more Bandits Stats window has more useful information, derived Stats and training advice Blood Recovery rate reduced from 0.5 to 0.3 so Cannibals use Clubs Victims do not Die on the Way to the cages are Cannibals A little stronger to compensate for using Clubs Fixed shopkeepers not coming back to Their Shops Fixed Stats of Sleeveless longcoat Fixed random crash That That WAS going on some Rare Fixed crash on load bug 0.60.0 -Assaults! Bandits and other factions will approach your base and talk, giving you a chance to grovel, pay, join or anger them. This way you can avoid impossible fights at the early stages. Diplomacy in Kenshi is all through face-to-face dialogue with NPCs. Only one type assault is in there to start with (dust Bandits), Will more be added over time, from different factions. Characters can-Give Reasons why They are Incapable of doing task A (EG the Machine has no power). Bleed- Shown rate is now in the GUI with INSTEAD of Arrows A confusing number. bugfixes -Fine-Tuned the Worlds population movements, so you Should you Find Encounter Way Bandits and more stuff now. Cannibals-Kill Their Prisoners Properly now. Fixed bug-That Made Corpses Vanish too fast tree-Research is disabled with A helpful message When you do not have A Bench research, for beginners Easier to Understand things then. Also default basic technologies are added back instead of needing the Outpost blueprint 0.59.0 "Lockpicking" Added-A direction arrow to the World map, so you can See Which Way you are facing -Thievery skill is now active and Applies to lockpicking success -New Lockpick skill training objects to be researched and Built -When A bodypart is wounded below 0 and left un-Bandaged it Will Cause Slow bloodloss until Death. bloodloss-Upped the rate Again, Due to popular Request. It was mainly the horsechoppers that had a reduced blood-loss effect. The reduced bloodloss from cannibal cleavers is intentional, Because They like you to Keep Alive ... -Upped the number of caravans Trader A bit -Trader and cannibal Improved AI, Stopped Them Standing around in the desert Bugfixes -Fixed escaping from cages -Fixed up the cannibal A bit more AI -Fixed "reset Squad positions" on import game -NPC Faction patrols Heal if you Allied -Fixed the problem Multiple plastic Surgeon When turning up the Squad sizes in the options - You can no longer accidentally close shop doors I will continue with bug fixes, but the next major update will have the new faction interactions, dialogue and assaults on your base! 0.58.0 "Cannibal!" Cannibal Faction. They capture people and take them back to their camps and put them in cages. In future versions they'll Eat your guys at one Limb A time until you can Rescue Them. All NPC squads and patrols are persistent Throughout the World game. They don't spawn / unload, they wander seamlessly. If A Town or Faction Suffers Heavy Losses, then you Will Notice there are less of Them around. You can now Pick locks on doors and cages. New "thievery" skill. No system yet Though Stealth. Beards! Your characters have Proper portrait icons on the GUI sound Effects and More Tweaks New Weapon-type Cleaver Weapon types now have different bleeding effect Damage multipliers Some passing patrols Will Heal Wounded Strangers (IE you) World map color -Codes and towns Outposts so you know Which are hostile Female characters are now in the game (can not Recruit females in Demo version Though) BUGFIXES Resource containers now have infinite capacity. This AI Stops Production from blocking up and confusing both players and AI, and I think is A nice Easy Alternative to DF style Leaving excess resource Items All over the Floor. Fixed some Bugs with markers Town, You're less likely to create Multiple towns by accident, or See A Town from A Past game The game now Keeps Rendering When the window does not have focus. Will this help with multi-Those monitor setups The Science skill WAS Increasing 10x faster than it Should, That is now Fixed. Loading / saving for Fixed When Carrying characters / Being Carried Fixed the right-click menu on character portraits not working Fixed the game not Being Saved if you do not enter save A name Hopefully Fixed the Key-binding bug Fixed ceiling Fans Appearing on the Floor, but it Will Only Fix New games or towns you have not visited yet Faction Relations Fixed not loading / saving Properly . FEATURES DISABLED UNTIL A FUTURE RELEASE Assaults! Bandits and other factions will approach your base and talk, giving you a chance to grovel, pay, join or anger them. This way you can avoid impossible fights at the early stages. Diplomacy in All Kenshi is through face-to-face dialogue with NPCs. Deferred shading system. Night time will be darker, towns will be lit up at night and you'll need torches to travel in the dark. 0.50.0 "Ears" FEATURES: Audio! Sound! Music! Sound Effects Will be added to in future updates. Armour crafting Overhaul to Armour and Stats. 11 New hats and Helmets. New game start-off: "Rock Bottom" New character orders: -Non-Combat mode: Character Only fights for Self- Defence -Taunt mode: Character attracts more of the Enemy Attackers -Chase mode: Disabling this Stops A character from chasing After Fleeing Enemies Bugfixes Fixed the bug with the Auto-Arrange Inventory button permanently changing your character Stats blueprints Fixed loading / saving Properly in your Inventory Fixed Removing Items from Inventory not Reducing encumbrance Fixed Discrepancy in the research displayed times Improved Item crafting delivery Bugs Fixed bug in thickness Neck the character Editor GUI Fixed Clipping on the research and crafting windows 0.47.0 "Blueprints" Inventory now has A Handy "Auto Arrange" button Various research can now be BOUGHT at Shops in the form of blueprints. You have to buy the basic blueprints in order to build a base now. Get Them from the construction Trader, the guy WHO Sells the Building Materials Shops New construction for the Trader. You can now craft medkits Researching the next Technology Level Costs money now. Different Weapon types for crafting must be Obtained Via blueprints, available at Weapon Shops . Equipment Shops Vary based on the local Faction. For example, The Holy Nation specialises in cleavers. Crafting benches now have Their own separate crafting Queues, rather than having one queue automatically That A Bench chose to assign the job to. You can mod the min / max character Proportions by editing Data / male_editor . cfg Item values are now dynamically Calculated from the value of the Materials They are Made from NOTES Can not Build Wells or farms Anymore? You need to buy the blueprints now. The old Medium and Light Plate armours have now Been deleted, you might want to sell before Updating Them. Bugfixes Fixed Placement Building on Other objects A few fixes for AI Operating Machines reduced Chances of characters Spawning Buildings Under A Floor 0.45.0 "Walls" Added back walls, with an AI overhaul. Not 100% Free bug yet, but good enough for you to play with for now. Added Chain mail vests Bugfixes doors and gates are Correctly Open / closed After quickload. Fixed bug with some Town border Ranges Fixed some values from vanishing mod Files in the constrution set. Research Bench GUI updates now When you delete from the list If your gates are Locked, characters Wont try to open them to go out and fight if you are attacked. 0.44.0 "Culture and stuff" This is A Major overhaul to the Items and Artwork. Many items are being phased out and replaced, you may find some of your gear (like straw hats) looks wrong, they need to be replaced. NPCs Will Also be Geared-up wrong, so you need to import Will your Squad game into A New World to Fix everything up. New Job AI system. Shift-click when giving an order and it will become a permanent job for that character. Eg shift-rightclick on a half finished building and he will become an engineer, helping out with all building jobs that appear. If you give him an order he will do it, then go back to building when he is done. Jobs can be removed in the orders panel in the bottom right. Character AI Jobs are loaded and Saved Also Face Customisation added to character Editor for Hair characters Wandering traders Should now work and buy stuff from your Shop counters. They do not want your crappy looted swords Though, They want food and booze and Trade goods. Totally New male model character Entirely New Bunch of Armour and Clothing, replaces Most of the old stuff You can Find plastic Surgeons in bars, They Basically just Re-activate the character Editor for you. Armour Clothing and can Modify your Speed and Combat skills Clothing worn by some factions is tagged as A Uniform. Reduces this the Re-sale value, and in future updates Will have Diplomatic Effects too. NPCs are now more random and Unique-Looking MAJOR bugfixes Traders no longer permanently Run out of money Fixed the bug Negative research Progress Game Pauses DURING character creation, so you do not Get Attacked Map screen now Shows Player towns Again Fixed problem where AI characters Would Run back and forth Without doing anything 0.42.2 -Integrated on-screen character name texts w Related Torrents
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