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Kenshi - open-ended sandbox RPG set in a desert world

Joined
Nov 21, 2014
Messages
410
Community Update #41
FCS update! Kenshi 2 raptors!
Hi folks, we’re here, it’s the next community update! It’s nearly June and the weather is absolutely horrific here in England where much of the Lo-Fi team are based (okay, so it's actually getting a lot better on the day of publishing this, thank Okran).

Since our last update we’ve still largely been locked down but we’ve just recently been able to get back into non-essential shops and (thankfully) back inside pubs again. Hurrah!

Kenshi 2's River Raptor

796b007f509e19d999b3f32eec112b894b46cd67.jpg


Here’s an old friend rethought and remodelled for Kenshi 2: the River Raptor. On the process of getting to this point, Lo-Fi Games 3D Character Artist Vitali Ivanov said:

"I started from the Kenshi 1 low poly model, then I made a sculpt in Zbrush with what I consider to be more believable anatomy, while still staying close to the original.

Our Concept Artist Christopher Schlesag helped with the overpaint, and with feedback from head honcho Chris Hunt and our Lead 3D Artist Mohamad, we got to the point it’s looking at now. We used a whole range of references to influence its direction, but the ones we’ve highlighted here show the more pronounced features that I tried to implement in the new model.

a8b7f10830f7cbe0e240ce81a8626f9b0f91a3d5.jpg


Raptors are omnivorous and are more like a vermin in Kenshi 1, so the idea was not to make it a ferocious predator but a clumsy, fat creature that’s not naturally aggressive but can fend for itself when need be. We'll be incorporating two variants of the model into Kenshi 2: one with and one without spikes.”

Forgotten Construction Set Updates Abound!

Over the past few months programmers Sam Gynn and Craig Tinney have been hard at work on The Forgotten Construction Set (FCS), making changes that will have an impact on both Kenshi 1 and Kenshi 2.

For the uninitiated, the FCS is currently available to Kenshi 1 modders and is the exact same tool we use to edit the game.

This week we’re releasing an update to Kenshi 1’s FCS that brings in a huge amount of these changes (this will first appear in Steam's experimental build). We caught up to have a little chat about the update:

Dan:
First of all, can you both give me a bit of information about what you do at Lo-Fi?

Craig:
I’m Craig, I do programming, push buttons and occupy space. Sam and I are responsible for developing new features on Kenshi 2 and the Forgotten Construction Set application, which our writers use to write all the narrative for our games and much more.

Sam:
I’ve been working at Lo-Fi for a long while. I’m a Senior Programmer: I press buttons, make bugs and try to fix them again!

Dan:
So the lovely bonus of you working on the Kenshi 2 FCS is that we can incorporate some of these changes into the Kenshi 1 FCS. Can you tell us a bit more about that?

Craig:
So there’s two elements: quality of life stuff that our artists and writers ask for, usually improving the usability of the tool, all stuff that can be easily brought over to the Kenshi 1 FCS. And then there’s things which we have to make code changes for that go straight into Kenshi 2, which can’t be hammered back into the first game for boring technical reasons.

The update that’s coming out this week will be a load of bug fixes and quality of life updates that we’ve been sat on for a little while.

Dan:
What are the highlights in this update?

Sam:
The biggest one is the ability to simultaneously copy duplicate dialogue objects, which hasn’t previously been possible due to how dialogue is actually many objects rather than being one.

Craig:
My favourite is probably the layout saving, which you did Sam; you can have a million windows open for editing and have them open back up again once you close the application. And it’s different for every mod, for example, you open up my [insert secret Kenshi 2 feature here] mod, and it’s got all the relevant objects open, whereas if I was to open the dialogue mod, I’d have all the dialogue packages and conversations open up that I was last editing, like dialogue stuff etc. which It saves a
lot
of clicking around and makes things much easier.

Dan:
Do you have any expectations for what modders are going to do with the Kenshi 2 FCS?

Craig:
Every feature is designed with the FCS in mind, and right now we’re working on a lot of features we can’t yet talk about, which are what I’m largely thinking about when imagining what modders will do. We are going to
great lengths
to make sure people can do whatever wacky stuff that they want, and our game (hopefully) won’t break as a result of that.

Trust me, the new features are really cool, it’ll be amazing to see what people do with them.

Dan:
Is it safe to say Kenshi 2 will be friendlier to modders than Kenshi 1?

Craig:
I’d say just as friendly, yes.

Dan:
Will the point of entry be similar in terms of knowledge for modders? Is there anything extra people are going to need to know for modding Kenshi 2?

Sam:
It should be about the same; it’s the same tool, so any knowledge people have picked up while making mods for the original game will be relevant, but with lots of fun new features to play with.

Craig:
You should be able to identify things you might like to change in the game and edit them within a couple of minutes. It’s the same kind of data relationships, a very small amount of that has changed.

Dan:
So has the engine change not caused any issues with the FCS?

Sam:
The assets we use have changed; we previously used ogre.mesh files, which I had to write an export tool for Blender for people to actually use, but that doesn’t work with Unreal, so we’re now using Unreal.asset files. But that is just the assets, the actual underlying data, such as lists of items, descriptions and all that stuff, that is just raw data that can just be read directly out of the files we use for the FCS, so it doesn’t matter which engine we’re using.

Dan:
Will people that have some experience with Unreal be able to put it to use with Kenshi 2?

Craig:
There has been some talk of modding blueprints

Sam:

We hope so.


Creating buildings will require some knowledge of the Unreal Blueprint editor, as that’s where they’re created now, rather than how that previously worked where you’d be working entirely in the FCS.

When creating buildings, working with doors and multiple floors will be much easier and more visual than it was before with Unreal Editor.

Craig:
We’ll be making the same
how-to
documents available to modders that we give to artists, just with slightly plainer English so they can make better sense of them.

Dan:
Awesome! Well, to wrap things up, do you have any favourite Kensh 1i mods?

Craig:
Yeah, the one I made to extend the spider attack range, as I don’t think it’s long enough.

Sam:
I tend not to use many mods. Though I do like the one that turns off the map marker, so I can properly feel lost.

Craig:
That is a good one. Actually, the one we were talking about the other week that makes it so that when someone’s arm’s cut off it says “LMAO, Kenshi vibes”. I really liked that one.

Sam:
There are
lots
of amazing mods, it’s great to scroll through and see what crazy things people have come up with.

Craig:
I’m also partial to “Hippety hoppity, you are now my property”.

Dan:
Thanks guys.
(...)
There's some more stuff at
https://store.steampowered.com/news/app/233860/view/2999939903833917403

Look at this little shit. Don't you just want him to devour your crops?
796b007f509e19d999b3f32eec112b894b46cd67.jpg
 

Fenix

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Hm, I was told somewhere - definitely not here so probably at discord, so I could never find them - that party members good for lore, and that is a sagnificant reason to take them.
The question is every party memeber you could take talk about lore?
Cause I'm not in that town - Shek Kingdom one near Hub - and there are a lot of guys I could take with me. But their dialogues are just "my price is X cats". The only two with dialogues are the ex-100 guardians guy, and the one without horns.
Am I rigth that only those are good for lore remarks?

not going to use them for battle - not in realtime, also Kenshi looks like to be designed for that as you dont actually need to do much.
Just for carring stuff/lore.

As far as I figured out from the look at sky and unique notes in Hub, we are at a gas giant satellite moon, probably Earth expedition that ended up bad.
Hivers looks like native. Sheks could be gene-engeneered human.
 
Last edited:

SoupNazi

Guest
Hm, I was told somewhere - definitely not here so probably at discord, so I could never fight them - that party members good for lore, and that is a sagnificant reason to take them.
The question is every party memeber you could take talk about lore?
Cause I'm not in that town - Shek Kingdom one near Hub - and there are a lot of guys I could take with me. But their dialogues are just "my price is X cats". The only two with dialogues are the ex-100 guardians guy, and the one without horns.
Am I rigth that only those are good for lore remarks?

not going to use them for battle - not in realtime, also Kenshi looks like to be designed for that as you dont actually need to do much.
Just for carring stuff/lore.

As far as I figured out from the look at sky and unique notes in Hub, we are at a gas giant satellite moon, probably Earth expedition that ended up bad.
Hivers looks like native. Sheks could be gene-engeneered human.
Note that some of the "lore" characters are also some of the strongest characters in the game. They're definitely meant to be used in combat, and to be honest you shouldn't be worried about it too much. While Kenshi is often unforgiving, death I found is pretty rare, if you don't force it. Humaoid enemies rarely finish you off, but careful about carnivorous animals... It then leads to cool game situations where one of your coolest, strongest characters gets kidnapped / arrested / enslaved and you need to get the rest of your ragtag group trained and equipped well enough to go and rescue them, or make enough Cats to buy them out, etc.

But yeah, you're right that the lore-relevant characters usually jump out at you in conversation and before recruiting you can usually tell they're special. I can't remember any that don't show it before they join.
 

mondblut

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Hm, I was told somewhere - definitely not here so probably at discord, so I could never fight them - that party members good for lore, and that is a sagnificant reason to take them.
The question is every party memeber you could take talk about lore?
Cause I'm not in that town - Shek Kingdom one near Hub - and there are a lot of guys I could take with me. But their dialogues are just "my price is X cats". The only two with dialogues are the ex-100 guardians guy, and the one without horns.
Am I rigth that only those are good for lore remarks?

https://kenshi.fandom.com/wiki/Unique_Recruits

Not all of them have much to say.
 

Major_Blackhart

Codexia Lord Sodom
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Lore characters? I think the skeletons are best for that. Get a couple of them in a party with others and they start chatting back and forth like crazy.

Now developer favorites are something else entirely. It's fairly obvious that guys like Beep are the closest things you can get to main recruits in the game due to the unique dialog etc. Some of the best are Beeps dialog in fact.

Aside from Beep and skeletons, there's less flavor out there. I mean yeah there's a few that are interesting but overall not a ton of unique recruits with the same level of depth as Beep.
 

Fenix

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But yeah, you're right that the lore-relevant characters usually jump out at you in conversation and before recruiting you can usually tell they're special.

Yeah, in that town of Shek Kingdom there is one - Ruka, guy? without horns. Lost it in battle or because lost battle.


Yeah, Ruka is there.
First thing for them would be wooden sandals and Athletic training.


OK I'll recruit him, I saw him on stream. Just 5 min of stream with no spoilers.
 

The_Mask

Just like Yves, I chase tales.
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Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Ironically the one that moved me the most was Ray, despite the fact that has less than 3 lines of dialogue in total.

You see, Ray is a slave. Or at least, was, until the moment you set him free, and he joins you.

I killed a slaver, and all I got from him was :nods: = fucking gold.
 

Fenix

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So, I bought some maps in Techhunter tower in that Shek Kingdom town, kill me if I could remember it's name.
Should I use those maps, or maybe explore myself?
Or am I overthinking this?
 

Zanzoken

Arcane
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Messages
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Buy the maps that show where the cities and settlements are in the world, that way you'll know where the safe places are.

There are also maps that will mark ruins for you but I always preferred to strike out and look for those on my own.
 

SoupNazi

Guest
Maps are fine to open and use. They give you nothing but a location and a name. Sure, cities are a safe spot, but in general, they always are until you're someone's sworn enemy, which is difficult to do as even the Holy Nation will at worst enslave your characters, never kill them outright - and they're the most hostile faction that has cities. So the moment you see a proper city you know you're not walking into a TPK.

Outposts, ruins etc, are very varied. Some are easy, some difficult, some have no enemies at all - the map never tells you.

Generally I found that all in-game information you can receive is fine to use.
 

Fenix

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Buy the maps that show where the cities and settlements are in the world, that way you'll know where the safe places are.

There are also maps that will mark ruins for you but I always preferred to strike out and look for those on my own.

You are rigth - I'll buy a map for known cities and towns, but no more maps for labs and such things - I would just rob myself of joy to find them myself.


What?


Also, I decided to stop using crossbows, as there is literally nothing that could resist them. I cleared up 2 goose nests with it, got filthy rich, relised that with melee I shoudn't do a shit to nests and spent all the cheesed money on repairing Hub - which was a mistake cause many nPC seems to left Hub afte that. I thought it would be other way around.
 

SoupNazi

Guest

What?


Also, I decided to stop using crossbows, as there is literally nothing that could resist them. I cleared up 2 goose nests with it, got filthy rich, relised that with melee I shoudn't do a shit to nests and spent all the cheesed money on repairing Hub - which was a mistake cause many nPC seems to left Hub afte that. I thought it would be other way around.
Total Party Kill

Crossbows are seriously limited by ammunition and encumberance - why'd they seem OP for you?
 
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If you have good enough Athletics and are willing to put up with some micromanagement, no one can touch you. The same could be said with melee combat, although that requires more precise timing. It's one of the main flaws of Kenshi: if you play it as it encourages you to do, as an action RPG with RTS style total control, it breaks the game.
 

The_Mask

Just like Yves, I chase tales.
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Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Crossbows are seriously limited by ammunition and encumberance - why'd they seem OP for you?
They don't abide by the mechanics melee combat does. At high level a row of crossbowmen can fully decimate an army, with little issues. And ammo weight is not a problem as long as you have 5 or 6 characters that can tank until either everything is dead, or they run out.
 

Fenix

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Crossbows are seriously limited by ammunition and encumberance - why'd they seem OP for you?

How are the limited? Oldworld Mk2 use regulars, whish is 30 bolts for 4 cells 1 kg, which is like x3 of what heavy bolt of the same volume and weight are.
Like, 6x30 is enough to clear 2 nests of goose things early game SOLO, while in melee haha, it's midgame option at best for a big party.
 

SoupNazi

Guest
Crossbows are seriously limited by ammunition and encumberance - why'd they seem OP for you?

How are the limited? Oldworld Mk2 use regulars, whish is 30 bolts for 4 cells 1 kg, which is like x3 of what heavy bolt of the same volume and weight are.
Like, 6x30 is enough to clear 2 nests of goose things early game SOLO, while in melee haha, it's midgame option at best for a big party.
Idk then, but I remember not having enough space for the bolts while keeping encumbrance low enough to be able to kite. Not to mention the amount of missed and wasted bolts, meaning you needed shitloads until your xbowmen were seriously trained up.

I do remember I eventually really got bored of the kiting and used it only as a last resort. So maybe it wasn't that they're limited, but I just found it boring.
 

Grampy_Bone

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Eh I gave my three crossbowmen 30 stacks each, half encumbrance with a thief's backback. They never run out. Useful as fire support and because they can stagger boss enemies with 80+ stats.

Although with full specialist samurai armor on everyone you can basically go afk in the Gut, so it's not like they are THAT op.

I gave my entire 'base squad' light cleavers and crossbows for fun, but I wondered about using my main team that way. Friendly fire trains precision super fast anyway and my crossbow crafter can make hundreds of stacks in a few days.
 

Fenix

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Idk then, but I remember not having enough space for the bolts while keeping encumbrance low enough to be able to kite.

That's probably for heavy bolts, for springbat - 8 cells 2 kg contain 20 bolts.

So maybe it wasn't that they're limited, but I just found it boring.

Yeah, boring and don't require from you much. eliminating any challenge.
 

Zanzoken

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Crossbows are fun against unarmored swarmer type enemies like fogmen and cannibals. An Mk2 will stop a fogman dead in his tracks with a hit to the head, or blow his arm or leg clean off.
 

user

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Also, good mods? For now it feels like game is perfectly balanced - mod for faster exp gain isn't needed, all comes naturally.
You should need only a few mods for Kenshi: a better map (there are several possibilities), Let's Talk (more comments from squad members), and more world-state changes (Reactive World or the newer Living World).
And the Black UI

This seems quite nice too https://www.nexusmods.com/kenshi/mods/224
 

mondblut

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Not to mention the amount of missed and wasted bolts, meaning you needed shitloads until your xbowmen were seriously trained up.

Training crossbow/turret to 80+ and perception to 96 requires zero effort. Get yourself a hungry bandit without a leg, drop him behind a wall/inside a house, order everyone to target him, mind your business for an hour or two.
 

Fenix

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Crossbows are fun against unarmored swarmer type enemies like fogmen and cannibals. An Mk2 will stop a fogman dead in his tracks with a hit to the head, or blow his arm or leg clean off.

Yeah, but in the same time that where you will experince shortage of ammnition for sure lmao.
 

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