Post news Report article RSS Feed Update 0.29: Encumbrance

The latest update adds inventory weight and encumbrance, as well as the athletics skill and new ways to train your strength.

Posted by captain_deathbeard on Sep 24th, 2012

There's a new update for those who haven't noticed yet. 0.29 adds encumbrance to the game, so if you notice all your characters can only walk slowly now, then you need to lighten their inventories.

I think in the next update I will raise the lower limit for carry weight, I don't want the player to spend all their time crawling slowly along and getting bored.

Here are the changes:


  • Encumbrance has an effect now. Your inventory and gear will weigh you down, making you move slower. How much you can carry depends on your strength.
  • Strength is also increased by walking about with a heavy inventory. The heavier it is, the faster the increase.
  • Your encumbrance is shown in the inventory window.
  • The stats panel in the corner shows you if you are gaining strength or athletics XP based on your encumbrance.
  • Better look closely at your inventory now to see what you can still carry. If you are one of those sneaky people with a shopkeepers backpack, you might want to get rid of it now.
  • Athletics skill is now functional. Running at full speed without any encumbrance will improve it faster.


  • Inventory item icons now have transparency
  • Fixed the bug where 100's of caravan traders could swarm around an area. If you have this you will need to import to a new game to get rid of them. Or kill them all.
  • Fixed another dialog system bug where you could hire Wingwang for free.
  • Fixed bug where you couldn't lock your doors
  • Fixed the bug where you sometimes couldn't loot bodies
Post comment Comments
Fluffkind Sep 25 2012, 2:59am says:

So moving always trains you, but your encumbrance determines what skill increases?

+2 votes     reply to comment
captain_deathbeard Author
captain_deathbeard Sep 25 2012, 4:53am replied:


+5 votes   reply to comment
timmybus Sep 25 2012, 7:03am says:

Awesome, an update! So is that body muscle system implemented now? Also now that your gang will run at different speeds, is there a way for them to stay in formation/ run at the same speed? And also I'd love to see a sparring system, where members of your team can fight against each other, and your skills would get better the same as they do in real fights, but if you were training it would be best to get training swords that dont damage as much, but you could use real weapons if you wish.
That's all, thanks for this cracking game!!

+6 votes     reply to comment
timmybus Sep 25 2012, 7:15am replied:

I forgot to mention, the sparring is so you can get your defensive skill up mostly safely.

+2 votes     reply to comment
Aarkreinsil Sep 26 2012, 10:18pm replied:

You can just let all of your team either "follow" or "bodyguard" the slowest party member. then you just issue move commands to that slow dude and they all run around, matching his speed.

And yup, I'd love to see sparring. The training dummies seem a little useles.. no dexterity, no weapon skill, no defensive skill (essential), just attack skill.

+3 votes     reply to comment
Nightcaper Oct 1 2012, 10:29am replied:

A good solution to training dummies is beating bandits, healing one and carrying him somewhere far from towns and patrols, waiting for him to heal while having him picked up, and then save and drop him. If he doesn't get up, even being fully healed, just save and load back, he'll be up. Whack the crap out of him. Heal again, rinse and repeat. Be warned: His skills increase, too. Just kill him for good once you're done with him and look for another. There's your training dummy. :)

+1 vote     reply to comment
barbartueur Sep 25 2012, 7:40am says:

Extra update this week! Good work ;)

+2 votes     reply to comment
Akurasik Sep 25 2012, 8:18am says:

Good good good, this is going very well! ^_^

+2 votes     reply to comment
BlueSunsleader Sep 25 2012, 9:03am says:

cool i need to update

+2 votes     reply to comment
Santoro Sep 25 2012, 1:08pm says:

Looking good cpt

+2 votes     reply to comment
Dielmanar Sep 25 2012, 11:43pm says:

Used it to get a Str of 40 in about 3 hours.

+2 votes     reply to comment
Jeffman12 Sep 28 2012, 1:09pm says:

I think the thing that makes running around with a full load to grind up your strength ridiculous is the fact that you don't need to rest or suffer painful consequences.

Oblivion had this, but it just made you ragdoll, I suggest something a little more tangible.

+2 votes     reply to comment
captain_deathbeard Author
captain_deathbeard Sep 29 2012, 12:47pm replied:

Exhaustion will be added later.

+2 votes   reply to comment
.Zeref. Sep 28 2012, 2:37pm says:

Any idea of when sound effects are going to be implimented ?

+1 vote     reply to comment
captain_deathbeard Author
captain_deathbeard Sep 29 2012, 12:48pm replied:

6 months?

+3 votes   reply to comment
Nightcaper Oct 1 2012, 10:30am says:

THANK YOU! I've been waiting for the Athletics skill to work!

+1 vote     reply to comment
CptData Oct 9 2012, 7:16am says:

Related to current release:


- Sometimes a (player owned) building is not created with an interior.
I had this bug once with a shack - the black box inside didn't get replaced by the normal interior and the bug couldn't get fixed by reloading. The only way to "fix" it is to dismantle the building.
I didn't see this bug with NPC buildings, but it might happen too.
Since dismantling is an option: is there any way to get at least a part of the used resources back? Maybe half of the building's value?

- Patrols may end stuck
Quite frequently patrols get stuck and move erratically in one place. That issue can be solved if an enemy group enters the combat detection range.

- Trader is not in the shop sometimes
No idea what might cause this, but sometimes a shop (building with an appropriate sign) is "closed". Since NPCs don't wander around in this release, it might be simply a bug caused by refreshing a zone or building. The shop guards are also missing.

--> Pt 2

+1 vote     reply to comment
CptData Oct 9 2012, 7:18am replied:

Pt 2 -->

- Savegames don't store state data of NPCs
Only player characters get stored correctly. Any other character can get killed / incapacitated and will get revived and placed back to their old spawning areas.
Maybe intented by the dev for now, not sure. I'm going through bugs

- Sleeping bug
Sometimes a character stops sleeping before his injuries get healed up to 95.

- Dismemberement bug / missing feature?
The tutorial tells the player an arm or leg gets severed in case it gets injured below -100. I saw at least one bandit (a recovered one) with a bad arm at -90 - after a short fight this arm got hurt to -130. It didn't get dismembered.
My money's on "not-yet-implemented feature".

- No shadows and no blood?
Well, that's a real miracle to me, especially since the screens & the trailer shows both. I don't have shadows or blood in my game and can't find an option how to turn it on or off. Got this feature removed in this release? Bugged out? Or does it not work on my rig - Windows XP SP3 / DX9.0c, ATI gfx ?


Some more stuff, but that's what I experienced in my game so far.

+1 vote     reply to comment
davo001 Oct 11 2012, 5:52pm says:

awesome. the encumberance with a shop keepers backpack is great way to train your party. my main guy is at 50+ str and still gets +50% to his xp

personaly i cant wait for more shiny weapons and armour (especially one that covers my left arm aswell)

+1 vote     reply to comment
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