Current features list (regularly updated)

Rogdan
Posts: 13
Joined: Mon Aug 20, 2012 8:54 am

Tue Aug 21, 2012 8:36 am

Hey everyone,

I have a question that may sound stupid.

Is that "Cloud's" giant buster sword Chris is using in the trailer actually in the current version of the game ? He's using it in the last "Get Stronger", and we also can see it in his inventory in "Buy" and "Get Rich".

I guess it's a heavy weapon, but I haven't seen it yet in shops. A futur craftable weapon ?

By the way, is there a specific key to hide our character's name ?

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Blxz
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Location: Australia

Tue Aug 21, 2012 10:03 am

It's in the game, just not sure where it is. Check out the weapon shops in different towns. Or just wait around; shops update what they are carrying every 20 mins.

I think it's called the plank.
p­ie

locustgate
Posts: 14
Joined: Mon Aug 20, 2012 12:51 pm

Tue Aug 21, 2012 12:58 pm

It's not Clouds sword his sword was slanted at the top, although it does look very much like it. It seems to be a rare weapons, since I've only seen it in 1 store out of 4. Blink answered the rest

Rogdan
Posts: 13
Joined: Mon Aug 20, 2012 8:54 am

Tue Aug 21, 2012 2:23 pm

Of course it's not Cloud's sword x)
I made that reference to make you know what sword I was talking about.

Thanks for your answers.

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Captain Deathbeard
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Sat Sep 01, 2012 1:54 pm

Its changed in the newer updates, its a lot thinner now, I decided to lean a bit more to realism.

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Diruk
Posts: 124
Joined: Mon Sep 03, 2012 6:19 am
Location: 41st Millennium

Mon Sep 03, 2012 5:23 pm

Is the feature list going to be updated?
Derp Derp Derpa!

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Alaswing
Posts: 68
Joined: Tue Aug 28, 2012 4:33 pm
Location: México

Mon Sep 03, 2012 5:25 pm

Hi Toaster my friend,

can you update this post with the news?
Looking for the perfect game...

http://www.facebook.com/alasvic.bm

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Scotterius
Posts: 311
Joined: Mon Jun 11, 2012 11:15 am
Location: North Carolina, USA

Mon Sep 03, 2012 7:36 pm

Chris_The_Great wrote:Its changed in the newer updates, its a lot thinner now, I decided to lean a bit more to realism.

Edit: My town was raided, sweet!
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toaster Assassin
Posts: 1186
Joined: Thu Sep 29, 2011 6:27 am
Location: Sitting at the front desk of the universe and holding the key to unlock your mind.

Tue Sep 04, 2012 5:41 am

Whoops :oops:. Ok we are good now.

CURRENT KENSHI FEATURES (As of September 2, 2012 / version 0.26.4)


Current build changes/additions:
FEATURES

* Swapped left and right mouse buttons when placing buildings. Look out for that one!
* Added progress bar when using training dummy
* GUI panel that shows basic faction relations, and shows a separate long-term and short-term relation status.
* Some NPCs like envoys and nobles can have higher diplomatic value, so actions against them will make factions much more angry. Works the other way too, eg a faction may consider its peasants worthless so raiding them wont affect relations much.
* Faction relations can now be influenced positively, by healing npcs or putting their wounded in beds to recover.


BUG FIXES

* Inventory window no longer has a cut off space
Animation movement for several things is now smoother
* Mouse uses windows mouse motion. If you still find it laggy, you can set "hardware_mouse=1" in settings.cfg
* Stability and crash fixes.
--------------------------------------------------------------------------------------------------------------------------------------------------------

There are currently 13 towns: (Squares on map)

-Bark
-Black scratch
-Brink (You start here)
-Capital
-Clownsteady
-Eyesocket
-Fisher
-Heft
-Port South
-Shark
-Skinner's roam
-Tebooze
-Trader's edge

From what I've read, Chris's long-term goal is to have randomly generated towns.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Currently there are 5 resupply/trading Hubs.(Circles on map)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current available skills:
-Melee Attack
-Melee Defence
-Athletics
-Field medic
-Engineer
-Science
-Labouring
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current available weapons:
-Katana
-Sabre
-Hackers
-Heavy weapons
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current items:
-Backpacks (various sizes) = More inventory space = more looting.
-Medical kits & Splint kit = To prevent the minor inconvenience of being dead.
-Shoes (various types) = protection
-Hats (various types) = Protection = You know you want one
-Clothes (Various types) = Protection + most people enjoy wearing pants.
-Armour (various types) = Protection = well, protection.
-Materials (various types) = for crafting/building = foundation for New world order.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current user interface :
-Saving (F5)/reloading (F9)
-Auto-updater (In Kenshi game go to you)
-In-game map editor (Shift + F12)
-Pause button (Space bar)
-Configurable graphic/render settings (after updater)
-Game speed
-HUD:
Unit stats
Unit speed control
Unit stance control
Map
-GUI Faction relations panel (To view the player's current faction relations, as well as any long/short term relations)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current game features:
-Recast path-finding system
-Foliage
-AI:
Roaming traders
Guard Patrols
marauding bandits
faction fights
Shops (inventory refreshed every 20 mins)
Trading
-Carrying ability(Carrier can fight with one-handed weapons)
-Medic abilities/healing:
Splinting (to repair limb functionality)
Medkits (Stop blood-loss)
-Henchman recruitment
-Building of structures (i.e. saloons,outposts,shacks,ect...)
-Crafting (i.e. beds,chests and weapon lockers)
-Training dummies (to increase your training level)
-Faction relations (Both long & short term, positive & negative) (it lets you see who you've p***** off this time)
-Key figures for factions (Nobles and envoy NPCs have a higher faction status, so killing them will anger a faction more than "thinning" the peasant populous.)

--------------------------------------------------------------------------------------------------------------------------------------------------------
I know that this is a giant wall of text, (Even though the info is listed on the homepage of lofigames.com(http://www.lofigames.com/index.php) and Wikia(http://kenshi.wikia.com/wiki/Kenshi_Wiki) and many other places)) I think that a forum grocery style list of current features would be beneficial.
Admins/Mods, feel free to edit this post to maintain a current and accurate list.
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Diruk
Posts: 124
Joined: Mon Sep 03, 2012 6:19 am
Location: 41st Millennium

Tue Sep 04, 2012 6:35 am

Thanks for the update of the feature list.
Derp Derp Derpa!

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toaster Assassin
Posts: 1186
Joined: Thu Sep 29, 2011 6:27 am
Location: Sitting at the front desk of the universe and holding the key to unlock your mind.

Tue Sep 04, 2012 7:59 pm

Mod note: from 0.26.7 - 0.26.9, these updates are bug-fix updates.
--------------------------------------------------------------------------------------------------------------------------------------------------------
CURRENT KENSHI FEATURES (As of September 4, 2012 / version 0.26.9)

Current build changes/additions:
FEATURES

Cup holders ? (No, not really)

BUG FIXES

(from 0.26.7 - 0.26.9
-Fixed Player furniture sinking into floor, after load-save cycles.
-Faction taxation/extortion disabled
-Cursor movement on rotation is fixed
-Skill cap level 20 max bug fixed (for full-game)
-NPC recruitment bug fixed
-Fixed Loot bug
-Fixed shop keepers talking only once dialogue.
--------------------------------------------------------------------------------------------------------------------------------------------------------

There are currently 13 towns: (Squares on map)
-Bark
-Black scratch
-Brink (You start here)
-Capital
-Clownsteady
-Eyesocket
-Fisher
-Heft
-Port South
-Shark
-Skinner's roam
-Tebooze
-Trader's edge

From what I've read, Chris's long-term goal is to have randomly generated towns.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Currently there are 5 resupply/trading Hubs.(Circles on map)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current available skills:
-Melee Attack
-Melee Defence
-Athletics
-Field medic
-Engineer
-Science
-Labouring
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current available weapons:
-Katana
-Sabre
-Hackers
-Heavy weapons
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current items:
-Backpacks (various sizes) = More inventory space = more looting.
-Medical kits & Splint kit = To prevent the minor inconvenience of being dead.
-Shoes (various types) = protection
-Hats (various types) = Protection = You know you want one
-Clothes (Various types) = Protection + most people enjoy wearing pants.
-Armour (various types) = Protection = well, protection.
-Materials (various types) = for crafting/building = foundation for New world order.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current user interface :
-Saving (F5)/reloading (F9)
-Auto-updater (In Kenshi game go to you)
-In-game map editor (Shift + F12)
-Pause button (Space bar)
-Configurable graphic/render settings (after updater)
-Game speed
-HUD:
Unit stats
Unit speed control
Unit stance control
Map
-GUI Faction relations panel (To view the player's current faction relations, as well as any long/short term relations)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current game features:
-Recast path-finding system
-Foliage
-AI:
Roaming traders
Guard Patrols
marauding bandits
faction fights
Shops (inventory refreshed every 20 mins)
Trading
-Carrying ability(Carrier can fight with one-handed weapons)
-Medic abilities/healing:
Splinting (to repair limb functionality)
Medkits (Stop blood-loss)
-Henchman recruitment
-Building of structures (i.e. saloons,outposts,shacks,ect...)
-Crafting (i.e. beds,chests and weapon lockers)
-Training dummies (to increase your training level)
-Faction relations (Both long & short term, positive & negative) (it lets you see who you've p***** off this time)
-Key figures for factions (Nobles and envoy NPCs have a higher faction status, so killing them will anger a faction more than "thinning" the peasant populous.)

--------------------------------------------------------------------------------------------------------------------------------------------------------
I know that this is a giant wall of text, (Even though the info is listed on the homepage of lofigames.com(http://www.lofigames.com/index.php) and Wikia(http://kenshi.wikia.com/wiki/Kenshi_Wiki) and many other places)) I think that a forum grocery style list of current features would be beneficial.
Admins/Mods, feel free to edit this post to maintain a current and accurate list.
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)

Semper fidelis amplus crustulum!
Image
Kenshi forum rules: (We will assume that you have read this).

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Scotterius
Posts: 311
Joined: Mon Jun 11, 2012 11:15 am
Location: North Carolina, USA

Wed Sep 05, 2012 6:18 pm

Are faction war's implemented? Specifically, do factions attack other factions based on faction relation value to that faction.
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Kamos
Posts: 567
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Location: A world long gone

Wed Sep 05, 2012 8:30 pm

They do. I think the Independent cities engage all Holy and Imperial forces when they meet.

ireadam
Posts: 20
Joined: Wed Sep 05, 2012 11:34 pm
Location: Traders Edge

Wed Sep 05, 2012 11:46 pm

Kamos wrote:They do. I think the Independent cities engage all Holy and Imperial forces when they meet.

Hold on, there are independent cities?
"There is nobody heerreee....who is better then me"
~Some guy in the Armadillo Saloon

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Kamos
Posts: 567
Joined: Tue Dec 20, 2011 6:13 pm
Location: A world long gone

Thu Sep 06, 2012 6:22 am

I was mistaken they are the 'United Cities'. Still a Coalition or Confederacy I suppose.

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Scotterius
Posts: 311
Joined: Mon Jun 11, 2012 11:15 am
Location: North Carolina, USA

Thu Sep 06, 2012 11:25 pm

Kamos wrote:They do. I think the Independent cities engage all Holy and Imperial forces when they meet.
I am not seeing this. I even reinstalled Kenshi to make sure. That is to say that Faction wars are not working.
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Blxz
Contributor
Posts: 1843
Joined: Mon Dec 19, 2011 1:11 pm
Location: Australia

Fri Sep 07, 2012 6:21 am

I thought it was in from the start? The different coloured armour guys used to fight each other if they met....I think?
p­ie

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Kamos
Posts: 567
Joined: Tue Dec 20, 2011 6:13 pm
Location: A world long gone

Fri Sep 07, 2012 6:44 am

Yeah if a United Cities(Blue) patrol meets a Holy Empire(Red)/Imperial Conscripts(Yellow) patrol they will fight. Keep in mind this isn't a coordinated effort yet it's just two patrols meeting by chance. with occasional urban combat just the same as bandits.
Technically watching Sand Ninjas, Dust Bandits, and Hungry Bandits battle everyone also count as faction wars.

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Scotterius
Posts: 311
Joined: Mon Jun 11, 2012 11:15 am
Location: North Carolina, USA

Sat Sep 08, 2012 3:03 am

Sand Ninjas, Dust Bandits, and Starving Bandits actually operate a little differently. They have a value that sets them as globally hostile. Some factions are neutral as default but start as settings that are negative to specific factions. I see what I had been missing...the yellow guys are actually in a different faction than the blue guys...its odd because they spawn the same units...but that was what was confusing me. The yellow guys (Imperial Lords were still neutral ).
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Kamos
Posts: 567
Joined: Tue Dec 20, 2011 6:13 pm
Location: A world long gone

Sat Sep 08, 2012 3:30 am

Globally hostile sure but not indefinitely. Currently I have positive relations with the Sand Ninjas. Patch them up, throw them into a bed in town, watch the locals take them down again, patch them up, throw them in bed...
I think the main reason the factions hostility isn't noticed that much is because patrols seem to stick closer to home than they used to leading to less friction. Used to I'd see clashes all around the Southern cities.

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