Kenshi
Universal Wasteland Expansion
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Update: Jul 31, 2024 @ 9:57pm

[hotfix 2] Rebuilt the Blue Cleavers Hideout properly

[hotfix 2] Adjusted the Holy Nation dialogue to properly encompass all created races
Inhuman Hunters, Bele'coz, Northern Hive, as well

[hotfix 2] Adjusted some of the storage boxes, included in ruins, to properly have locks on them...

[hotfix 2] Ensured that the Cannibal Prisoner Pole is properly placeable in-game

[hotfix 2] Overhauled all robotic severed limbs, to properly not be edible by dogs

[hotfix 2] Took off "unique replacement spawns" on all faction leaders...
^Seemingly could be part of the cause of certain NPCs going missing after loading from in-game.

[hotfix 2] Took off "regenerate" on the squad of all faction leaders and characters with a world state attached to them.
^Seemingly could be part of the cause of certain NPCs going missing after loading from in-game.

[hotfix 2] Reduced the damage of certain MA attacks, in general.
^Also tweaked their occurrence in combat slightly, as well

[hotfix 2] Fix for inaccessible turrets on wall in Southern Hive Capital

[hotfix 2] Put a generator in the interior of hive factories in hive houses...
^That way, they have proper electricity, to power their skeleton beds...

[hotfix 2] Ensured the Hungry Bandits utilized Metal Junk and Metal Pipe.

[hotfix 2] Ensured backpacks are sold at hiver and minor faction locations

[hotfix 2] Properly setup sharpshooter recruits spawn with an actual crossbow and corresponding ammo...

[hotfix 2] Ensured Full Body Chainmail doesn't have foreleg protection...

[hotfix 2] Setup skeleton repair kits to be more rare as nest loot spawns...

[hotfix 2] Lower the markdown slightly for Skeleton Repair Kits at Scraphouse/BDC

[hotfix 2] Adjusted the "Horse Chopper" name to "Bull Chopper"
^And give it a damage bonus to bulls...

[hotfix 2] Slightly lowered Ancient Science Book spawns as camps/nests loot...

[hotfix 2] Lowered Engineering Research spawns in as loot for ruins

[hotfix 2] Made hacksaws and tools a little more common, to buy, at mechanics shops and the like...

[hotfix 2] Slightly lowered the cage lock level, on most/all factions that have a bounty system
^To ensure there are proper places to train up the lockpicking skill...

[hotfix 2] Ensured Harenga dialogue for killing the PHX doesn't keep replaying

[hotfix 2] Northern Hive King was properly given the highest quality for their weapon manufacturer.

[hotfix 2] Foulhound Boss had a higher dex value set for it...

[hotfix 2] Grand Marshal Krug had his Saber skill properly set...

[hotfix 2] Proper relations boost from allying with the Hook Raiders in their dialogue, when specifically enemies with the United Cities.

[hotfix 2] Took robo-levi spawns out, in Deadlands biome...

[hotfix 2] Took bones out of skeleton nest/camp spawns, as a possible debris spawn...

[hotfix 2] Doubled all Mongrel shops' refresh times...

[hotfix 2] Make sure HN and TH don't attack one another anymore...

[hotfix 2] Special Thanks to FrankieWuzHere, for really going above and beyond with the attention to detail and thoroughness he has provided in his feedback on the mod.

[hotfix 2] Various small tweaks and fixes

Update: Jul 12, 2024 @ 2:22pm

[hotfix] Fix for Hive Gate and Hive Gate (Metal), to have a proper mesh and collision set for it, in order to have a proper navigable mesh over the gates' ramp.

[hotfix] Slightly lowered the scale of the Alpha Leviathans.

[hotfix] Made sure the HN and Nomads are setup to properly not attack each other

[hotfix] Thinifish Bait was properly setup to be grouped under "Thinfish Bait Crafting" and not "Batrat Bait Crafting," in the building menu...

[hotfix] Robotics Components storage was changed to be called "Rob Comp," inatead of "Robotics."
^To avoid confusion with another item storage set

[hotfix] Adjust all .bod files, for all created unique characters, to have the proper folder structure...

[hotfix] Adjusted the Mech Hive Queen's Hut having a squad of Western Hivers spawning there...

[hotfix] Ensured both King Gurglers have a proper custom .bod file created for them, to make up for the new facial sliders, within UWE, included for the Fishmen race.

[hotfix] Fix for floating well, in Highlanders "Summit" town...

[hotfix] Made it so that the Western Hive and the Midland Hive are no longer allied to the Gutters, as intended...
^The Gutters and the hivers will still have a much lower propensity to attack one another still

[hotfix] Took FISTS weapons variants off of any characters it's set on...

[hotfix] Made Bonecats slightly less easy to hit...
^Slightly lowered the bloodloss on bonecats
^^False Scorpions, too...

[hotfix] Slightly lowered the prisoner pole lock level, for the fogmen...

[hotfix] Noted on the reptiloids race description that they have to utilize special headwear

[hotfix] Adjusted the starving bandits weaponry, somewhat, to be less likely to leave the player bleeding out...

[hotfix] Ensured Hiver Notebooks are sold in more hive shops, in some capacity...

[hotfix] Various small tweaks and fixes.

Update: Jun 26, 2024 @ 9:37pm

(Here[pastebin.com] are the changenotes in full.)

Completely overhauled mod's entire folder structure to adhere to vanilla standards. In doing so, stability and performance have been greatly enhanced. ^Some biomes/zones will see quite a noticeable boost of stability and performance.(All meshes and textures, in-game, should load in much more quickly. Up to and including all weapons, armor, races, etc.)

Completely overhauled all weapon, armor, and item spawns, at all vendors. ^Essentially, shops will have a much more varied supply of items, consistently(No longer will it be impossible to find an item, as it will no longer be buried under a ton of other items spawning in, instead...)

Lowered all squad sizes, in the entire mod...(Up to 50%, in some cases). ^Specifically, this was done with the intention of having the player utilize the "squad multiplier" in the game settings, to more finely tune the NPC squad sizes overall

Ensured all squads that need not be effected by the "squad multiplier" are properly set as such. ^Such as all shop's squads, bars squads(barhops), etc.

Balanced and lowered, in some instances, the chances of wrath or vengeance raids from occurring. (This was done in "tiers" so as to have weaker factions with less of a chance of wrath or vengeance raids progressing into further raids... ^In some instances, set them to be much smaller in scale, as well. ^^Had them have less of a chance of re-occurring after the first one triggered(especially for "weaker" factions) ^^^Tiered their frequency and severity, based on faction tier (ie. major, minor, or bandit)

Made it so that the campaign for killing a faction's leader only has the chance to trigger once.(Although, raids can progress to others still, based upon whether the raid was won or lost.)

Lowered the size of the vengeance/wrath campaign raids... ^This was also done with the intention of having the player utilize both the "squad multiplier" and "raid size" in the game settings, to more finely tune the NPC raid squad sizes.

Faction campaign squad sizes were set properly in "tiers" based upon the level of faction...

Created a weapon forge just for the created weapon grades (like one for the Holy Nation, or the Shek Kingdom)[Had the forges unlock with the research that unlocks each of the weapon types/makes]. ^Multiple tiers, per faction weapon forge type... ^^In doing so, took all these weapon types/makes off of the regular weapon forge then, as well...

Created a generic larger 100% chance bounty(5-10k, major; 2.5-5k, minor) officer character, for all major and minor factions, that has a very small chance to homeless spawn into their home biomes... ^Basically, created a new squad, with a new generically named Paladin-level officer, for all factions...

Completely overhauled all hiver towns, up to and including their capitals. Some towns were even moved entirely...(That is an entire overhaul of over 30 locations on the map!) ^Implemented the building assets from both the Hive Buildings mod, by Camelspyder, and Hoser Hiver Buildings mod, by Hoser.(Special thanks, to both Camelspyder and Hoser, for allowing for the use of their mods and their assets in congruence with UWE...) ^^Effectively, the hivers now utilize walls and gates, along with having a much more defensible string of villages. ^^^Created "metal" versions of all the new Hive Buildings, as well...(Mech Hive)

Adjusted the naming conventions for the hiver villages, to ensure continuity and logic.

Ensured all the Hive Buildings are properly researchable and craftable ^Setup all Hive Buildings to cost Authentic Building Material and foul raw meat, to make it a little more difficult to build

Ensured all hiver villages have a unique FCS entry, for overrides and to ensure diversity in design, between villages.

Overhauled all the Hiver Buildings, to ensure they no longer have misplaced light nodes or turret nodes...

Setup Hiver Villages, so that a faction's "core" villages are built with larger, more sturdy walls...

Setup the Southern Hive with proper overrides for the Deadhive taking their villages, with them having a chance to take back some of them. ^Made it so that the race can't just be wiped out so easily... ^^Made it so the villages in Royal Valley stay with the Southern Hive, while the ones in Greyshelf all turn.(The closest armory in Greyshelf, to the capital, is able to be retaken, by the Southern Hive, too)

Created corresponding interiors, for all added in Hive Buildings, from both the Hive Buildings mod and the Hoser Hive Buildings mod. ^Effectively, giving the hivers their own proper feel and depth of an actual full fledged faction.

Added in 5000+ new names, to be randomly generated for various characters throughout the map. Naming is based upon racial and regional naming conventions.

Added all kinds of changes to the naming and name swap system, to ensure (generically-named character) names have a chance to be shared across racial lines, beyond just a specific faction/region.

Balanced all naming chances, for appropriate regional and racial specific naming conventions.

Came up with names specifically for the hiver characters. ^Supposedly, to be "based on the first thing they see"...

Adjusted all added in names to be of uniform style and such. ^All names with a dash in them were made into a single word name.

Added in a set of names to be utilized by only the hiver races/factions. ^Hivers are named based upon "the first thing they see"

Added a generically generated name chance word swap on all the generically named recruits...(Essentially, instead of only having a pool of ~600 names, these characters will have a pool of ~5,000 names, instead. Depending upon race, region, and faction)[Leads to much more dynamic naming, even for simple recruits.]

Ensured the various races within mixed factions have the chance to have names more based on their racial and regional background, than their current faction. And vice versa... ^This is especially obvious in factions such as the Holy Nation Outlaws or the United Cities.

Greatly increased the sell prices of all buildings, throughout the map.

Created and added in severable limbs for all races. Effectively, all races can now lose limbs and equip robotic replacement limbs more readily. ^All limbs had corresponding icons created for them, as well.(This includes all Skeletons, Hivers, and Scorchlanders)

Adjusted all animal races with hair to have more closely matching hair colors to the races body colors. Altered all generic, colored bonedogs to have their hair colors more reigned in to be fitting on the corresponding bonedog.

Added in Alpha variants of all animals... ^There is a 50% chance to spawn one, into corresponding squads.

Set the "cages lock level," "containers lock level," and "doors lock level" on all factions... ^Effectively, ensuring the lockpick skill is no longer a skill to forget and still reap the benefits of it's use...

Set the "health" of doors on Outpost buildings to be much higher, to balance out their higher lockpicking skill need.

Set appropriate faction relations, for all factions, in order to lower the chances of neutral factions going to war, along with towns breaking out into all out war between factions that otherwise should not be enemies.

Overhauled all camp squads, to have more than one squad spawn at them, at a time, along with utilizing the camp, patrolling the nearby biome, and coming back to rest with the wounded on a "schedule," instead of just staying right in the camp the whole time. ^This was done for all factions with camps

Cleaned up the settings on all camps, in general, for a cleaner and more usable camp layout. ^Up to an including the inclusion of mounted crossbows, at some camps.

Various small tweaks and fixes

Update: May 31, 2023 @ 4:34pm

-[hotfix 2] Overhauled all the leisure furniture, so that it no longer trains stats anymore, as intended for UWE...

-[hotfix 2] Ensured World's End properly has a Machinist shop.

-[hotfix 2] Overhauled Upgraded Wells I 3 research to not have itself as a requirement.

-[hotfix 2] Lowered the sell price of Ancient Weapon Texts at Skeleton and Tech Hunter towns.

-[hotfix 2] Skeleton Animal Trader Chief was made to have a proper strength stat level.

-[hotfix 2] Made it much, much easier to recruit Cat, in the event the player aids in his escape.

-[hotfix 2] Put some Mist Ghoul spawns in The Pits

-[hotfix 2] Fix for Tatiana's Dialogue to trigger properly

-[hotfix 2] Added proper water avoidance to all Reptiloid races.(that way they fit in with other races more readily for pathfinding.)

-[hotfix 2] Added in more recruits for the Cold Bloods.
^Also, reclassified the faction as civilian instead of bandit.

-[hotfix 2] Various small tweaks and fixes.

Update: May 7, 2023 @ 1:23pm

-[hotfix]Adjusted all (general weak) recruits that were recently added into the mod, to ensure the race of the recruit is properly determined by the local town's faction owner.

-[hotfix]Some item descriptions were altered to align more with capacity.

-[hotfix]Set "unexplored names" on all the Tech Hunter towns and Highlander towns...
^That way the Waystations still display as "Waystation ..." instead of their new town name, until visited.

-[hotfix]Adjusted all Skeleton P2 heal rates to be in line with the Skeleton P4 races.

-[hotfix]Ensured all [padded] armor utilizes the proper "material type"

-[hotfix]Added a proper power source to Bantam Knoll(Tiny Settlement), to run skeleton repair beds.

-[hotfix]Enabled all game starts for "emergent" factions to be able to craft their corresonding faction's armor.(Only way for the player to craft faction-specific armor)

-[hotfix]Fix for all hive, cannibal, and shrieking bandit armor to be properly craftable by the player.

Update: Apr 30, 2023 @ 2:46pm

(Here[pastebin.com] are the changenotes in full.)

-Renamed at least 72 generically named towns, villages, and bases(Such as the Holy Farms/Mines, Abandoned Towns, etc.)

-Set it so that every town have 2-3 more generic low level 3000 cat cost recruits
^Created differing variants of "generic weak recruits" for each region/faction naming scheme and then placed them appropriately

-Added “shopping” ai goal into appropriate ai packages, such a guards of a military base.

-Put the AI goal, “Put Loot in Storage” on all corresponding AI packages that have the possibility of a NPC shopping.
^Daily wages were altered on all characters in-game.
^^Completely overhauled the shopping lists of all characters in-game.
^^^Added skeleton repair kits, and not medkits, to robot race exclusive characters

-Added in a fix to ensure that shopkeepers refresh their inventories properly.
^This also includes adjustments to shops that had housemates setup with them, ensuring that the proper vendor stock is chosen, at all times.

-Overhauled all the leader kidnapped/killed campaign raids and ensured they could only trigger a set amount of times(Instead of infinite, as was the case prior)

-Added "BASE enemy assault capture" to all minor faction and bandit faction kidnap and killed faction leader campaigns. Effectively, the faction that is raiding the player for kidnapping their leader can take over the player town, until taken back by force.

-All gate guard dialogue has been further overhauled, by personalizing each gate guard dialogue more specifically for each faction.
^For instance, the opening line in the Holy Nation Outlaws dialogue now sounds much less aggressive.
^^Along with this, the gate guard dialogue has been polished by adding in more dialogue choices to all appropriate places, making it possible to talk yourself out of trouble in more ways.(prior, some dialogue branches could only end in bad outcomes)

-Ensured that Lena and Hamut dialogue triggers properly, if the player recruits Lena first and then get Hamut

-Created "recruitment drive" campaign raids, for if the player is allied to the Cannibals, Fogmen, or Fishmen that effectively just shows up at the players gates and then leaves.(have being their ally be a requirement)
^This was also done for the Spider faction

-Setup all enemy faction campaigns with a victory trigger of the same campaign, so players can't just run away from the campaign raids of their enemies forever

-Added in a small chance to trigger "bribery" dialogue at all bar shopkeepers, so that they try to illicit a bribe to not alert guards to the player trying to sell them illegal goods
^It is setup and based on current player wealth(up to 1 million cats; 10k bribe) and tech level
^^It will not mess with low tech, low cats players, for any bribe.
^^^Gave it a very small chance to just fail and have the barkeep raise the alarm

-Made the minor faction campaign raid bribe scale with the player's wealth and tech level
^Much in the same vein you are doing for the barkeeper bribe for illegal goods

-Scaled the UC campaign bribes/taxes to be based on player wealth

-Adjusted all HQ residents to have a much more “massive alarm” raised, in the event that someone is attacking the seat of their power.

-Set all "invasion enemy" campaign raids to have their range near, range far, and territorial set properly to true...(Effectively ensuring that the enemy campaigns actually trigger properly, even from vanilla)

-Added all proper "player ally" settings onto all "enemy" raids for all factions
^It wasn't set on any of them prior, only on the non-enemy raids for some reason...(vanilla included)

-Small and tiny general storage was properly placed in the "Item Storage" research

-Made sure the slaves take stone to the refineries, in Rebirth, properly.
^Built storage for building materials and/or stone, as there was none prior.
^^Setup the "Quarry Mine" buildings to hold much more stone, in it’s self storage

-Increased sell price of looted weapons and armor to 35% of vanilla, instead of 25% of vanilla

-Added sleeping bags onto the general store vendor list

-Added the appropriate Slave Hunter squads to the Border Zone and Shem
^Outfitted them with a weapon other than the Enslaver(Spiked Clubs and other Clubs)

-Fix for how the King Gurgler in the Floodlands looks(created his own custom .bod file)
^Regular Gurglers, in the Floodlands, were also adjusted to work properly when recruited by the player.

-Made resident buildings in ruins available to purchase in most minor faction towns.

-Beefed up Shraff and Kopek's gate defenses and town patrols
^Added in a new town patrol or two in each town
^^Gave the DR, HR, BC, HNO, ND, and HH more powerful units at their towns[Especially in their HQ building]{"Elite" themed after each faction individually, for their HQ}
^~55+ for the "... Elites" of each minor faction...(give them a squad of 10)

-Created a "Paladin Elite" for the HQ and the bases of the HN officers

-Setup the major faction Barracks, Police Station, and HQ like all the created minor factions have it
^They were all setup with a bounty desk, corpse disposal, and barracks patrols housemates

-Ensured that the UC, HN, and SK have at least 1 barracks in every city.

-Overhauled the lighting in all major and minor faction towns in-game.

-Ensured that all towns had a “corpse disposal patrol,” in order to avoid an unnecessary buildup of dead bodies around towns.

-Added a small bar to the Nomad's Shem Village
^Added in some small farms, as well.

-Tweaked the Cage Beast walking/running animations. Also adjusted their attack animations slightly, as well.
^Cage Beasts were setup to have more Strength, Toughness, and HP

-Re-balanced all the grinding research(automatic grinding) to ensure a uniformity for the proper requirements.
^Ensured all the descriptions are set properlyOverhauled the entire research list and categories.
^Properly connected all brewing to the corresponding crops' farming

-Overhauled all the farming and cooking research requirements
^Properly connected all farming and cooking to the corresponding crop

-Overhauled all the processing research, in order to bring uniformity for costs and requirements

-Added in "improved researching" research that costs ancient books and speeds up the research tables

-Created a research bench that automatically very, very slowly researches for the player...(At an immense cost to build and then run)

-Moved the Highlanders out of World’s End and gave them their own Waystation outpost nearby.

-Took off all Highlander bar squads, in various random cities, instead giving them "homeless spawns" in the corresponding biomes where said towns were located within(that way they can be taken out of homeless spawns with world states, whereas bar squads cannot)
^Set it up so that the Highlanders' residents in the Waystations are dependent on the health of a corresponding local leader.

-Overhauled all campaigns to ensure no high level campaigns will target a neutral level 0 player base.

-Overhauled all the "target population min" settings on all campaign raids

-Increased the buy/sell price multiplier to 0.75 for the Shinobi Thieves

-Set "Specific Target NPC" on all corresponding "... kidnap" campaign raids. Effectively, ensuring that when a faction comes to raid the player for capturing their leader, said faction actually will attempt to save their leader from bondage and imprisonment.

-Created a very large, one and done type of campaign raid for if the player killed a faction’s leader
^This was done for all corresponding factions

-Created camps for all minor factions and bandit factions, that way, they have somewhere to spawn from, if their faction leader is killed/kidnapped

-Made purchasing a building more expensive in the main faction towns.

-Various small tweaks and fixes

Update: Jan 31, 2023 @ 1:37pm

-Added in Mogwai's concept art skeleton(P2 Unit) and Camelspyder’s concept art skeletons, as well(MkIII-MkIV), and properly set them to all appropriate references in the FCS.
^Created darker versions of all the new skeletons
^^Created light up eyes for all new skeletons(Just as all skeletons included within UWE already have)

-Fix for all "dialogue errors" modded and many vanilla.(Most of these were false positives, but were "fixed" nonetheless)

-Added "seeing sneaking" dialogue option to the shop guards following the player around(prior, they would not notice the player sneaking, along with their follow dialogue.)

-Tweaked and fixed Empire Peasants spawns, so that hey no longer have the chance to spawn in hundreds in one location, seemingly at random.

-Made MA Headbutt have a lower chance of occurring, compared to the other low level ma attack

-Lowered Fogmen Prince Head sell prices

-Lowered the egg collector camp spawns, greatly.

-Overhauled the bank in Trader's Edge(Renamed to “First Noble Bank”)

-Added the mercenary guild to the dialogue for stopping wars between neutral factions, to stop them from going into all out war after battles/skirmishes.

-Overhauled the gambling dealers to have less of a chance to spawn, in their bar squads. That way, they are not guaranteed to spawn in every single bar…(Gambling is still guaranteed to be available in the Shinobi Thieves Towers tho)
^Increased the betting from 100 cats to 500-1000 cats buy-in, with payouts adjusted accordingly.
^^Created a "high roller" version that only spawns in more "high class" locales(1000-3000 cats buy-in)[Available in places like the UC]

-Created a "high roller" version of the races, as well, that only occur every 2 days(bonedogs) or every week(swamp raptors)

-Fix for Seneschal Rodrick having improper dialogue

-Overhauled campaign spawns for player town level. Set it up so that bandit and major faction attacks don't occur right away for lvl 0 bases and focus more on lvl 1+ bases mainly...

-Set proper dialogue priority on all faction interrogation dialogue at their gates, in order for the illegal goods to be properly noticed(Prior, other items could trigger it first, even if carrying illegal goods)

-Flotsam had all the proper dialogue to recognize the player at their gates written in their interrogation dialogue

-Duplicated Beep's dialogue package for Cyber Beep to utilize, so that they both can say their lines appropriately.(Prior, they utilized the very same dialogue, which could lead to one or the other not talking as much)

-Milletstraw had a hydroponics variant setup properly for research

-Gave the Free Traders their own proper legal system.(For when they take over towns with overrides mainly.)

-All recently created recruits had their player dialogue overhauled to stop dialogues from repeating continually.

-Updated Sho-Battai Dune Renegades town override to not have the Trader's Guild have a shop there

-Added the updated meshes from Alternate Default Samurai Helmets mod to UWE

-Created a smaller “Item Furnace,” for use indoors(much less efficient, with a much smaller footprint)

-Added in all the assets from the Leisure Furniture mod(Credit goes to Catt)
^Casinos, Bars, and Temples have been made to have more active seating areas.

-Gave the Rebel Farmers their own legal system, despite them being considered a bandit faction in-game, due to their many town overrides.

-Adjusted wall access at a few points in Heft, to allow for a much better city defence.

-Various small tweaks and fixes.

Update: Oct 30, 2022 @ 2:00pm

-Created Viking/Nordic names just for the Sturm to use, with word swaps...
^HN: Religious/Biblical names
^^UC: Japanese/Imperial names
^^SK: Slavic/Tough names
(2700+ unique names added, in total)

-Added the names onto all corresponding related factions, basically entirely overhauling the naming conventions within Kenshi to further immersion and individuality.
^Most, if not all, characters that should be named are now named, within UWE.(Cannibal and Fishmen leader will even have custom made naming utilized...)

-Created 11 new unique recruits based in all the created faction towns. (Very much in the same vein of Griffin and the HN)

-Entirely further overhauled all aspects of Martial Arts damage/damage output, to further balance it out, at all levels of skill.

-Overhauled all biome entry dialogue.

-Overhauled all bar talk dialogue.

-Standardized and balanced all building functionalities related to farms.(water usage, growth times, yields, etc.)

-Scotch Whiskey building functionality adjusted to take correct item to consume(Scotch Whiskey, instead of Whiskey)

-Set the HN properly as an enemy of the Fishman start

-Standardized and balanced all building functionalities related to farms.(water usage, growth times, yields, etc.)

-All faction meant to co-exist have been setup with dialogue to ensure they do not fall into further war or lower faction relations between the NPC factions.

-Added the proper dialogue package to the Cold Bloods

-Overhauled Shek "bloodthirstiness" around battlefields that had them attacking neutrals in some cases, especially in Skinner's Roam.

-Adjustment for the vanilla bridge in Rebirth to work properly.

-Balanced out all the "armour grades" and "weapon levels" on all created characters

-Added all applicable characters to the /CARRIEDPERSON/ wordswap.

-Made it so that the Manhunters and UC attack each other much less often.

-Further fix for Bayan and Alek's dialogue packages.

-Ensured all secondary weapons are properly balanced in their spawns

-Made sure "don't multiply" is on the correct squads.(A welcome change for those that specifically play with their slider setting higher than default)

-Heavily beefed up defenses at Secret Drug Farm and changed it's name to "Nothing," with it being secret

-Added "self-heal" onto all the gorillo variants, along with all crimper variants.(Inexplicably wasn't included for said animals, in vanilla.)

-Various small tweaks and fixes.

Update: Sep 25, 2022 @ 11:51am

-Overhauled all created minor factions’ basic “see neutral” dialogue to make their towns much more talkative and boisterous towards their local causes.

-Overhauled the “personal shopper” dialogue package, so that most of the time the shop guard following the player will say nothing…

-Overhauled the bounty captain dialogue to ensure every major character with a bounty was covered.
Also overhauled the dialogues for general characters to notice the player carrying a bounty into their town.

-Added all created leader characters from UWE, along with all the UC nobles to the "CARRIEDPERSON" word swap

-Wrote carried character dialogue for the HOC, Dominion, and Sturm leaders, with their appropriate factions.

-Altered Beak Thing Eggs into a regular item from a "nest item"... so that they can be included in the trade cultures for proper price fluctuation based on local availability.

-Bag Search (Minor Factions) had it's dialogue package polished

-Polished all faction sees player approach town dialogue

-Added in the ability to adjust the facial sliders in all Fishmen Races. Effectively ensuring that NPC Fishmen encountered are much more varied…

-Added in 4 new eye colors for the Fishmen
^Orange, Light Red, Green, Blue

-Set the shovel weapon research to not just be "blueprint only"

-Took Border Zone off the Bonecats spawns(Bonecat Night Prowl)
^Then added it as a no-go zone in their faction

-Created a Guy and his cat gamestart

-Put skel repair kit, of some kind, on all appropriate skeleton spawns that were lacking(mainly swamper gang skeletons)

-Lowered the value of Fog Prince Heads to 7000; Lowered the value of Fog Praetorian Roe to 12000

-Wrote dialogue for all factions operating shops in another faction's town and vice versa to stop the fighting that would sometimes engulf the Tech Hunters, Trade Ninjas, or the Shinobi Thieves.

-Altered Shek dialogue so they don't just keep saying "Hm... hm hm hm." so often along with varying said dialogue line

-Added 3-4 more guards to the Armor King
^Set the spiders to bodyguard the Armor King and not just stand general guard, as they can't do anything if they see someone steal

-Adjusted the South Stone Camp to have the L-House properly occupied.

-AS needed different dialogue for their jail warden, so that they don't have dialogue to sell slaves or such...
^Setup all anti-slavery factions in this way, as well

-Added black body wrap armor to clothing bench functionality so it can be properly crafted

-Fix for Hydroponic Ryestraw

-Added a word swap for "OUTLANDER" for when the faction is allied to them and they aren't considered "OUTLANDER" anymore.(also even have more friendly versions for when the faction has a higher relation with them.)

-Fix for some crop drought times

-Ani recruitment dialogue was overhauled

-Lowered the chance of the gambling game ppl to callout about their game

-Empire Assault elite hunter (trigger) had it's Elite Hungry Squad set to have more "num forces" than 3.(set to 10)

-Took off the "lock this dialog" anywhere it is in the Bayan talk to dialog. Added all appropriate characters that were not present yet, for bounties.

-Added in "egg thief" squads that can have an egg or two on them in biomes near Beak Thing Nests

-Created looters in Bast and Skinner's Roam that run at the first sight of battle

-Added something to Dog and Cat nests to make them more worthwhile to raid
^False Scorpions and Spiders too (for the False Scorpions, have them with Animal Chitin around in their nests[do this for crabs too])

-Added animal backpacks to some Nomad spawns for them to sell(This was done already on every Nomad squad except those added in from the OG More Dogs mod…)

-Adjusted meat and barley bowl to properly be allowed to utilize all corresponding food stores.

-Various small tweak and fixes.

Update: Jul 30, 2022 @ 12:51pm

-Added in multiple different Samurai Helmet antlers/horns(sigils)
^Credit goes to Mogwai, for allowing for the use of his mod as a complement to this mod.
^^Created 3 medium variants.

-Added in building replacements for all the large plants and all the small house plants
^For the UC, noble factions, Dominion

-Fixed up "Defeated Squad (end wars)" dialogue root so that it did not trigger too often.

-Added in town overrides for the Dust Bandits on the Hill Marauder tower and vice versa...

-"Throw the /RACENAME/ in a cage" was adjusted to "Throw the /INSULT/ in a cage." in the associated dialogue line(This will stop the awkward “throw the human in a cage” dialogue being said by other literal humans.)

-Overhauled when characters say "bandits" in response to getting interrupted and attacked. (Effectively, factions will no longer just refer to every attacker as a “bandit”

-Set the frontier tamers to always have a chance to spawn with at least one of the animal they sell(Now usually even more, as well. This should also ensure that they “restock” their animals to sell, too.)

-Fix for all Shun ruins' loot spawns

-Tweak for all library ruins' and intact libraries' loot spawns, by setting all Chitrinite books to spawn there in appropriate numbers.
Second Empire Journals were given the same treatment as Chitrinite books(Dominion and Sturm too)

-Fix for faction specific shelves causing a crash based on it's inventory settings

-Setup Bonecats, in the FCS
^Set "tamed" versions of them at animal traders and frontier tamers offices
^^Wrote "cat noises and sounds" like it was done for all other animal races, in UWE only…
^^^Wrote in dialogue for when the character sees a bonecat in the see animal type dialogue
^^^^Put the swipe animations on the Bonecats, created by Kindrad

-Finished up all the animal talking dialogue.
    ^Also fixed it so that the “see animal” dialogue lines, for non-animals, have to be said with more than one character in your squad

-Tweak for all trigger chances on minor faction interrogations by gate guards, for when the player faction has more than +10 faction relations(They are now more likely to recognize the player, if they have seen them within the last month)

-Also, wrote more dialogue lines on all the "(faction name) sees player approach town" dialogues.

-Wrote some more /RECOG/ word swaps dialogue for when a gate guard recognizes the player.

-Made Max the Tracker unique

-Colored medium backpack had the wrong stats, this was altered and fixed.
^A colored variant of the large backpack was also made and added to all appropriate vendor spawns.

-Made the Pickaxe and Shovel (also other weapons that can't be crafted currently) craftable by the player
^Added it to research(one research for all the "utility weapons") and weapon smiths

-Admag (override) Seto had the same Shek HQ resident as the other ones set up.
^This may be the cause of some issues with the Shek HQ, specifically after Seto joins the player faction.

-Added the thieves guild tower to all The Hub town overrides

-Moved Daimyo Okazaki to the largest building in Heft, where Tengu originally has his throne.(This is for the Dominion town override of Heft)

-Made it so that the HN "Wrath of God" raids are no longer led by the High Inquisitors. Created a new “tier” of HN leadership, called the “Inquisitor Captain” that will lead their raids against enemies in place of the High Inquisitors.

-Properly set NPC types on all characters

-Various small tweaks and fixes