Kenshi
Kenshi Kaizo
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Update: Feb 28, 2020 @ 4:39pm

- Increased number of Shek patrols while player is allied to Shek Kingdom
- Removed replacement spawn for Rebirth's High Overseer
- Cleaned up town overrides for Okran's Shield

Update: Feb 26, 2020 @ 7:32pm

- New town override for Ruined Holy Outpost: Mercenary Guild (if Esata and Phoenix are both beaten)
- Fixed world state for Holy Outpost's Shek Kingdom town override (Phoenix death no longer required)
- Adjusted resident squads for Holy Outpost's Shek Kingdom town override
- Escaped Servant has 1/3 chance to be Scorchlander
- Added missing assault phase trigger to 'generic ally announcement' dialogue
-- Fixed Anti Slaver reinforcements retreating instantly after arriving at player town
- Unlock 'Seto talk to' prior to interjection node in 'Shek esata hail player' dialogue
-- Allow Seto to be recruited in cases where the interjection node fails to trigger
- Edited vendor lists 'abandoned house junk (hi-tech zone)', 'bandit camp loot' (fewer junk items)
- Added several vendors to 'Farmer Camp Suspicious' squad
- Fixed recruited Chakkari constantly yelling after spotting a thief

Update: Feb 21, 2020 @ 5:04am

Thank you for reporting bugs!
- New town override for Tiny Settlement (Dust Lords)
- Edits to male body texture for Cannibal Bloodspiller (fixed bright shoulders, other light spots)
- Fix for DUST_LORD_NAME word swap names that were missing components
- Edits to 'Hounds arrive to protect player base 3' dialogue (for slave raids)
- New squad 'dust bandit ninja tower' for Dust Bandits' Tower of Ninjas override
-- Prevent Dust King from spawning outside Dust King Tower
- Fixed misnamed word swap in 'Outlaw released by captor' (fixes blank spaces in lines displayed)
- Prevent 'Deadcat thanks player' relations dialogue from triggering if speaker is allied to player
- Assigned 'Robun talk to player' dialogue to Cannibal Hunter Robun rather than squad leader package
-- Unique replacement spawn no longer uses Robun's "player talk to" dialogue
- Removed wandering behavior from 'Mercenary guild' squad
-- Fixed Mercenary bar squads getting stuck wandering between towns
- Swapped 'Mercenary wanderers' and similar squads for 'Mercenary guild' in some new town overrides

Update: Feb 14, 2020 @ 9:42am

FIXES:
- Fixed slaves being reckless, going aimless after escape in Border Zone Slaver Camps
- Expanded 'trade slaves' dialogue, added conditional line for slave trading outside of a slave shop
- Fixed typo "settllement" and added line variation in 'Starver conversation' dialogue
- Cooldown for 'Healing other (neutral)' dialogue (repetition limit DR_LONG_48)
- Building name "Ancient Laboratory" added for Tech Hunter residents using Labs3 interior
- New conditions for 'X give(s) up chase' dialogues (disallow for slaves following slavemasters)
- Deadcat Ranger added as Gatherer Village resident to open the gate (fix for aimless Ranger patrol)
- New squad 'farm village residential small' added as Holy Farm resident (fills empty Storm Houses)
OTHER CHANGES:
- Expanded word swaps SURNAME_COMMON (was 100 names, now 1024) and SURNAME_RARE (from 100 to 256)
- New word swaps, edits to various added word swaps for better contextuality
- Unused vanilla character 'Manhunter Boss' overhauled, renamed, added to 'manhunter boss' squad
- Prevent Mercenary Guild town override for Manhunter Base while Manhunter Boss lives
- Adjusted weapons layout for Mighty Canhead (compatibility for Shidan's More Meitous mod)
- Shek books, new vendor list 'shek goods' added to Shek Trading Post
- Revised AI packages for 'Slaver campers' squad, which now acts as wandering slave trader caravan
- Non-urgent medic goal added for leader in 'throne room / king' AI package
- Reduced frequency of White Eyebrow Clan camps and homeless spawns
- Renamed Inquisitor Zonaras (formerly Cyrus), raised priority for resident squad
- Increased armour grade for Paladin Guardian (was GEAR_CHEAP, now GEAR_GOOD)
- Rebalanced combat stats for most Swamp Gang bosses (Big Grim unchanged)
- Random names set for NPCs 'Mongrel crazy' and 'Mongrel Bar Patron'

Update: Feb 7, 2020 @ 6:48am

- Various changes to Rebirth squad compositions, AI packages
-- Fixed Rebirth slaves sitting in cages for long periods
- Fixed errors in 'rebirth slave talk to' dialogue which would abruptly end some conversations
- Removed broken skeleton from Rebirth homeless spawn list (they were getting enslaved)
- Rebirth Hospital shopkeeper no longer trades with slaves ('doctor shop' dialogue)
- Vendor list 'holy farm food' added to Holy Nation hospital squads, set vendors fill total amount
- Rebirth hospital now uses Residential Small layout (no more research bench)
-- Prevent Slaves in Rebirth from training science at a research bench

Update: Feb 4, 2020 @ 11:20pm

- New character 'Sword for Hire Shek Outcast' added to new squad 'Shek Outcast Recruit'
-- Edited, expanded unused vanilla dialogue 'Shek recruitable old', used for new recruit
-- Added 'Shek Outcast Recruit' as potential bar squad for The Hub, Waystation
- New dialogues added to 'Npc Shek Warrior - Base 1':
'Shek get up enslaved', 'Shek resist captivity', 'Shek warrior sees enslaver'
- Shek warriors who are held captive or enslaved have high chance to resist, attempt escape
- New lines for Shek slaves with PT_BRAVE who are being saved ('Shek slaves esc opp saviour')
- New dialogue package 'holy nation rebel', equipment layouts added to 'holy rebel base' squad
- New AI package 'hang out in a bar - no squad shopping' used for 'holy rebel base' squad
- Wandering behavior added to 'holy rebel base' squad, increased amount of food in shopping list
- Rebel Base bar squad shopping restricted to leader (NPCs stand in place if there's only one shop)

Update: Feb 1, 2020 @ 1:48pm

Gameplay Changes:
- New overrides for The Old Prison: Southern Hive, United Cities (for sale), Abandoned (for sale)
- Droneguards added as housemate to 'south hive workers (w/ guards)' squad
- Adjusted item weights in 'bandit camp loot' vendor list
- Lowered priority of derelict buildings in default Manhunter Base override
- Deadhive races made immune to acid weather, like other Hivers
- Resized squads and nest resident populations for Fogmen
- Added more kinds of fugitives and refugees to homeless spawns for Fog Islands (still rare)
- Fogmen given defined stats (Fog Heavy is stronger, Fog Prince has a bit more dexterity)
- War Campaigns added for Blackshifters, Twinblades, Fogmen ('Fog bigger raid (trigger)')
-- Twinblades and Blackshifters now assault hostile player outposts if conditions are met
- New dialogue for Hounds defending against Twinblades (Blackshifters do not assault Hound allies)
- Non-unique Inquisitor likely to wear chainmail, bounty normalized
- Non-unique Nobles, named Samurai have small chance (<6%) to spawn with Holy Nation bounty
- Player lines added to 'Big grim talk to diplomat' (Grim's vanilla text is not altered)
- Expanded 'Empire escaped slave', 'Escaped holy nation slave attack', 'Vault guard' dialogues
-- Escaped Slaves more likely to accept players offering assistance, less prone to attack
-- Slaves with PT_SMART will try playing it cool instead of announcing that they are slaves
-- Prevent Escaped Servants from accusing skeletons of working for the Holy Nation
-- Such accusers will likely stop if they see characters wearing skeletal limbs
- Escaped Servants that reach Mongrel alive now stay there (new 'Outlaw reaches Mongrel' dialogue)
- Some non-hostile Escaped Servants can be escorted to safe towns for relations gain upon arrival

Bug Fixes:
- Deadcat Rangers react properly to Cannibal assaults (instead of saying lines like "break it up")
- Western Hive Village soldiers who can't find beds are no longer aimless at night
- Southern Hive resident squads won't drop into Shopping behavior
- Fixed goal priorities for a number of AI packages
- Fixed missing line in SPOTTED_SAW word swap

Other Notes:
- Several new word swaps added for use in dialogue
- Adjusted relations involving modded factions
- Dialogue 'Intruder southern hive' expanded, used in 'Npc HIVER Southern 2' package
- Dialogue 'Paladin spots enemy' may now target all character types
- Dialogues 'Swamper gang member one liners' and 'Starver conversation' edited and expanded
- New dialogues: 'Escorted Outlaw reaches town', 'Post Escort convo', 'Escort betrayal'
- Data added for Red Sabre Camp (not used yet)
- Adjusted goals for various AI Packages, reassigned packages for some homeless squads
- Added 'south hive workers' AI package (avoids Shopping goals added to default AI by other mods)
- Added 'Starver Patrol aggressive' AI Package, replacing vanilla patrol package for some squads

Update: Jan 26, 2020 @ 7:04am

- Slaver camp guards made stronger (base combat stats: 25 => 32)
- New 'slaver barracks' vendor list added to 'slaver heavy guards' squad
- New randomly-named 'Mute Slave' character added as replacement spawn for Ray
-- Works around paying for an empty slave menu from Ray's enslaver after importing
- Clownsteaders override added for Slave Markets
- Rescue, put in bed goals added to 'Guard town shifts -base' AI package
- Fixed condition test in 'Skeleton for hire' dialogue
- New vendor list 'shek barracks' added to Shek Town Guard, Shek Watchtower
- New dialogue for Shek guards dealing with prisoners ('Npc Shek Warrior Law 2' dialogue package)
-- Lets Shek law enforcers arrest prison escapees without relying on bounty or crime check
- Raised number of animals in Shek Drover squad

Update: Jan 24, 2020 @ 12:30am

- Restored Deadcat faction building replacements, excluding pillows and shacks
- Added lines for cannibals to "police chief bounty" dialogue, adjusted conditions
- 'Robun talk to player' dialogue edited, choices added
- Reverted unarmed stats changes to most Samurai characters (affected dexterity too much)
- 'Tavern Sign' exterior added for Storm House, assigned to 'Deadcat tavern' squad

Update: Jan 23, 2020 @ 7:03am

- Fixed Cannibal leader dialogue cooldown time
- Temporarily removed Deadcat building replacements to avoid loading crash