Added documentation for FCS
Added improved item search functionality
Added an "Everything" section to search through all items at once
Added a new panel when translating conversations
Added additional functionality to the "Set field" window
Added option in merge window to show previously skipped changes
Added multi line display on single lines for change list and merge mod windows
Added ability to open items from the merge window
Added tree view for notes
Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
Added categories and filtering options to errors window
Added error reporting on more problems loading def files
Added number of errors to the errors window title
Added error to be displayed if fcs.def has invalid FCSEnum value
Added lots more error types as well
Added derived score to dialogue lines display
Added additional UI for Todo window, added delete option
Added ability to use Ctrl-A to select all items in a list
Added a reset columns function to turn off all custom columns at once
Added dialogue keyboard shortcuts
Added ability to restore backups when loading mods
Added modified dialogue lines under owning dialogue in change list
Added ability for TripleInt properties to be displayed with % signs
Added ability to show % symbols when displaying values in custom columns
Added copy dialogue line stringID action to dialogue editor
Added MODIFIED_MISSING item state
Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
Added combined description panels in dialogue package editor
Added 'Expand Link' to dialogue context menu
Added warnings to a dialogue line translation when original text is changed
Added ability to change mod folder location in fcs_settings.def
Added ability for events to display descriptions from FCS_enums.def
Added assets folder path to fcs_settings.def
Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
Added restore option if a dialogue line was deleted by the active mod
Added additional checks to avoid creating invalid links when merging mods
Updated translation mode with new features/fixes
Renamed ToDo toolstrip button to Notes and added an icon
Improved resizing behaviour of Errors window
Improved resizing behaviour of Notes window
Pressing down arrow key in 'add reference' window switches focus to item list
List References window opens all selected items when OK pressed
Clear changes command in error list resolves 'Modified item undefined error'
Listing references now shows what field item is referenced by
Added a bit more info when displaying what dialogue lines have effects that reference an item
Standardised descriptions in fcs.def when referencing val0/1/2
Sometimes we had val1/2/3 for extra confusion
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Lots of AI fixes for police, so they shouldn't now forget to heal or release any prisoners
Fixed animation modding crash
Fixed gamedata modIndex value for modded animation load order
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A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things.
Nests can no longer spawn in inaccessible locations
More NPC AI fallback for bad nest locations
The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: ["max toughness ko point"]
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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
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
Added various Hive world state reactions throughout the map if anything happens to the Hive queens
18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
1 new male & 1 new female face
New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
HOLD button replaces the PASSIVE button. This puts characters into “hold position” mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
Swearing filter is now removed from the game, but is still available in the options
Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they’re funny
When placing buildings, ramps can automatically change to the correct building for the snap target
Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who’s idle.
Using training equipment can now be set as a perma-job
Confirmation message added for when selling stolen items, to prevent accidents
New keybinds added for stuff in the “orders” panel
“Perception” stat added, affects accuracy with shooting in general
“Precision shooting” stat added, affects friendly fire chance
“Lockpicking” stat added, separated now from the “Thievery” stat, which now just covers stealing. This means that all your characters don’t end up inadvertently becoming specialised thieves as a result of escaping cages.
Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
“Crossbow smithing” stat added for crafting bows and ammo
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This is the result of some extensive testing, to further balance the hunger system in the way originally intended
Over the last few years the economy of Kenshi has seen some inflation so I've re-balanced it a little