Kenshi
Kenshi: Genesis
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Update: Jul 5, 2023 @ 10:29am

soft update.
will update changelogs with new public change notes link
https://www.guilded.gg/Genesis/groups/dQGnZ5P3/channels/3334141c-c6a2-4eb1-85af-d163c44a6010/docs/367313

Update: Dec 16, 2021 @ 1:06pm

-quick patch for whistler issues
-This patch was quick and dirty. i knew what i needed to remove and clean so i pulled the entire folder from the new update and placed it in the old folder. As a result. there are hundreds of new textures and models in the new update. They'll make sense in the future but as a result the mod is a little larger. I have yet to compress them in the new update but none of them will be triggered or used until the next update.
This should bring everything up to par for 1.0.55 update. If there are any other hard crashing issues let me know. I'll patch those out. Some may be ignored if they're minor enough. Update is still in the works but is going much much slower due to me losing my job. - atlas

Update: Jun 8, 2021 @ 5:01pm

-updated the cannibal faction (was not real) thus breaking the cannibal raids. Unsure why the change was made, now reverted. Hour of testing has shown all raids to trigger for cannibals
-changed the faction rank required to talk to thieves guild traders to be > greater than 0, not 1.
-double checked and remerged the whistler files that were missing.

Update: Jun 7, 2021 @ 5:30pm

-readded waystation golf. Moved it north west of it's original location
-finished iron haven. added proper pathing, finished the ouside bar, added lights. added storage, etc.
-tweaked the worldstates added in. Properly assigned the right classifications. (a standard import SHOULD now have the towers and dust king spawn as they were meant to.)
-Moved Mechamoor (the "bad" tech hunters") into the hidden forest.
-changed the no-foliage range for mechamoor from 350 to 600
-i did the dumb and got sidetracked making a town again. Hope you guys like well thought out towns.
-move slave farm south north of the slave markets. Nestled in the valley between to massive cliff faces lies the slave farm. As guards patrol and watch from turrets on high the slaves toil in the hot swampy waters to produce massive amounts of riceweed and raw materials.
-found and fixed the thieves guild trader dialogue bug. the line itself dictated that you be = to rank one. which means....upgrading you to rank 2 makes you unavailable to trade with the trader.
-adjusted the artifact weight for ITEMS in the BDC area. Also lessened the armor a bit.
-fixed the navmesh issue with trader platforms in mongrel.
-rewrote the entire whistler mod for camelspyder and remerged it into genesis. This will probably have some unnoticed effects. but appears clean. This should fix the whistler issues on the experimental branch
-cleaned up the mercenary bodyguard dialogue. (looks like i missed adding the conditions and effects).
-Cleaned up the mercenary/tech hunter squad ai. Turns out the squad AI is irrelevant. Compressed all the AI into the leader packages. (because this means "all squad" for some reason.) This should fix the mercenary issue.


ONLY A STANDARD IMPORT IS NEEDED

Update: Jun 3, 2021 @ 5:26pm

It is recommended to import the following options

Tech
Dead NPCS (if you want the new city changes to apply)
Buildings (if you're living in the borderzone in any house, in the hook/shun/south wetlands region)

Players as always can find the patch notes in the patch notes discussion thread.

https://steamcommunity.com/workshop/filedetails/discussion/2228579107/4307086417525451130/?ctp=2

Update: Apr 30, 2021 @ 11:25am

--Quick patch to fix the farming/cooking issue.
-Food items have had stat changes. They now stack, are worth less overall but can be sold more easily. (this change will play into the economy in the future)

Update: Apr 19, 2021 @ 2:46pm

-replaced the old GUI textures. This should fix the map, the loading and title screens
-Fixed the missing meshes for the new update.
-fixed the over abundance of food on starving bandit leaders (they'll now have less on them)
-removed some left over limbs left from the last patch
-cleaned up 10 zone files that were left over from previous merges.
-cleaned up some race errors with a previous merge (there was a duplicated skeleton mk2 file)
-fixed some erroneous file pathing i messed up with dogs a while back. Should now allow all dogs to properly use there textures and hair's correctly. (direwolves will still be able to use various hair types and colors that would normally look a bit odd)
-adjusted the trade prices of mongrel. Fog heads are meant to be practically worthless everywhere else in the world excluding mongrel. This is now properly reflected by the trade prices being generally 125% or much MUCH higher for certain heads as pointed out by @Meili
-Limms now has a trade culture as well. You can find a profit for most...."spare" body parts now at limms
[1:48 PM]
-deleted various extra heads for now removed characters or removed races
-adjusted library spawn chances. Library RUINS, now spawn with more...ruined books and less chance of good resources. Lost Libraries now spawn with more Common artifacts at a higher chance.
-fixed the missing interior from last patch. Updated and tweaked a little. Thieves tower now properly has most benches.
-updated the grid area. the workshops there are now the same as found in vanilla (post-ancient workshops)

Update: Apr 15, 2021 @ 5:05pm

Update: Apr 15, 2021 @ 4:33pm

Patch notes can be found here: https://steamcommunity.com/workshop/filedetails/discussion/2228579107/4307086417525451130/?ctp=2

You can find the new limb stats and update here: https://steamcommunity.com/workshop/filedetails/discussion/1728402822/5335049597123394970/

Players will need to import and reset tech.

Update: Mar 14, 2021 @ 1:41pm

-hotfix cage beast bags issue for mountain mad