Kenshi
Universal Wasteland Expansion
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Update: Oct 23, 2021 @ 10:08am

-Put "target in talking range" on all gambling callouts and responses.

-Set shop guard dialogue that basically just follows the player around the shop, almost like a "personal shopper."

-Added small fishing net as a building in the "default start" research, just like the campfire is in vanilla

-Tengu's toughness was increased, so that he cannot be so easily killed anymore.

-Adjusted some "Yoshinga is alive" dialogue to be appropriately setup to hinge upon whether the player killed him

-Adjusted Esata's dialogue, for when she gives her daughter, so that the dialogue can only trigger once. Hooch and Kraz also had their corresponding dialogue updated as well.

-Adjusted squad makeup for cannibals at all cannibal villages, due to spawning issues causing fps drops(This was due to utilizing the "chosen from list" for the entire squad, which seems to take a long time to choose at such a large sclae)

-Beefed up the cannibal capital

-Created a Yabuta Outlaws game start, "Prison Break"

-Set the cannibals to start taking the fight to the Floodlands, The Wend, and then onto Okranite lands, in the event that the Deluged King has been killed.

-Created a map in-game of the moon beyond the Kenshi landmass. Special thanks to @nyansdead for helping to make that happen.

-Set the Canyonlands Killer to spawn in the world. (He is on the "eastern trade route", between the Border Zone and Venge

-Added in one shop guard everywhere they are present, to make up for the one guard whom will be the player's "personal shopper"

-Added in town overrides for the "Deadhive Overrun"(also renamed it to "Holy Outpost") based around the health of a Deadhive Praetorian located there.

-Various small tweaks and fixes.

Update: Sep 27, 2021 @ 11:18am

"UC Warring Factions" Specific Changenotes

"The Dominion" Specific Changenotes

-Overhauled Squins’ Mukai's town override...

-Beak Things were set to not ever go into the Border Zone.

-Created Copper Drills 1-3

-Lowered Beak Thing Eggs' prices.

-Setup the Cannibal Hunters to pay 100 for a regular cannibal, instead of 80(which they will pay for a scrawny cannibal). Then put a bounty on cannibal chiefs, for the CH, as well. Also, have a small chance for actual CH bounties on all cannibals.

-Adjusted MA off of all races where it was present in the races' bonus/malus

-Western Hive, Midland Hive and Shek Kingdom were all properly setup to co-exist with one another.

-Set all Empire Lords and Ladys to have "Empire Noble" as their "unique replacement spawns"

-Abandoned Town N had HOC town override put into the final Hook Raiders town override

-Rusted Ridge had the "loot spawn" items at the buildings in ruins overhauled, to not have rare items being able to be freely grabbed off the floor.(so that 20k-30k can't just be grabbed off the ground, with no problem or hassle of "stealing" them.)

-"Skel Repair Beds" were replaced in all Skeleton Camps, with the prototype camp version.

-Herdsmen and Natives were made to co-exist with the local fauna near them

-Included More Names! in UWE, credit goes to Jbra1

-Patched in "More Plate Options" to UWE, credit goes to recatek

-Included Cannibals Expanded in UWE, credit goes to Circumsoldier

-Adjusted the Fogmen recruitment dialogue so that there is still a very small chance for recruiting all hive races, even after they are beyond the "recruitable character" lvl... (By utilizing a "stronger than me" condition)

-All "long lost recruits" had their items' icon size altered again(adjusted back to the original 1x1)

-Set the "farm water usage" of all biomes. Effectively, having farms in more arid regions will cause your crops to utilize more water.

-Overhauled all Longen, Seta, Valtena, and many other world states, so that they trigger not only if the player killed them, but if they are dead in general...

-Made thrones buildable by the player

-Properly setup NPCs to spectate at the "Swampers' Run Racetrack"

-Overhauled Holy Mine Ruins, in Skinner's Roam, be able to be reclaimed by the HN, if Esata, and the Hill Marauders King are all dead, with Valtena still being alive
Holy Outpost and Tiny Settlement were given proper overrides, as well

-Altered the "Shek Warrior Last Stand bar #" to have their "Ancient Samurai Helmet" should be set to -1 and not 1...

-Created a campaign for the Bloodraiders

-Setup the Anti-Slavers and Reavers to properly be enemies

-Added in Dominion civilian ai package to all civilian squads/residents, within UWE(Especially HN, UC, and Shek)

-Created shelve storage for all food items(akin to food store, with 1/3-1/2 the capacity) and then for food recipes too.

-Moved all shelves to "storage" building category

-Setup the shop guards in Narko's Refuge to be able to withstand acid rain...

-Overhauled the "skill bonus" on (light) and (medium) variants of armor…

-Setup the bonedog racetracks to match the world state and owner of their local town

-Made a (medium) Samurai Helmet, with no face mask

-Bast town override fixed so that shop building is no longer inaccessible.

-Name the Shek Ruins town,Hezrath, so it gets displayed on map, when they take it over

-Create HOC pacifier at Shark, BDC(made it a skeleton)

-Setup the Dominion to take Lost Town, if the Crab Queen is ded
^Have the UC take it, if the Crab Queen is ded and Tengu is alive
(Same with the Archive Town and Looted Ruins [Renamed Old Empire Outpost])

-Added in town overrides for Band of Bones and Ashigakari

-Added in the medium and light variants of Gusoku and Impaler armor to crafting locations

-Created medium and light variants of the Impaler Armor for the bandit factions to utilize.(Especially the Bastards, the Deluged, and the Desolate Plunderers)
^Mediums for the bosses

-Changed all "Hive Kings" to be of the praetorian race

-Set "stats" for all HOC characters
Include the Bughouse Fix mod, credit goes to Kindrad

-Added in Bugmaster Expanded race for the Bugmaster and his Buglords, credit goes to Arkhiel

-Fix for Mist Creatures’ campaigns to trigger town assaults properly

-Various small tweaks and fixes.

Update: Aug 21, 2021 @ 12:34pm

-Added in unique bounties for the factions from Minor Factions Amplified.[In much the same way other unique bounties were created for the major factions]
Added bounties onto the main factions, with the MFA factions having a chance to have bounties on them.(Ie. Have HR and DR bounties on certain UC characters. Have HNO and ND bounties on certain HN characters. Have HH and BC bounties on certain Shek characters.)
HR: Drifter's Last, Clownsteady
DR: Sho-Battai, Stoat
HNO: Stack, Bad Teeth
Skels: Okran's Shield, Blister Hill
ND: Narko's Trap, Okran's Shield
HH: Hive Village(right near Admag), Squin
BC: Great Fortress, Last Stand

-Overhauled all general bounties, as well

-Created names for newly created unique bounties, from the main factions("Samurai Sargeant …" or "High Paladin …")
Created wanted posters for all newly created unique bounties. Then placed them in a vendor to be placed in the intended factions' towns.
^Also placed all wanted posters from the bounties expanded in vendors to be present at the appropriate factions…

-Every single character had their weapons looked over, so that the weapons aren't all set to 100(as doing this effectively just has them spawn with the first weapon set at 100, as anything over 100 will not count, basically)[Set some that can be MA to have a chance to have no weapon, with the chances adding up to less than 100]

-Overhauled where a player can sell stolen and illegal stuff. (Basically, only bars and the thieves guild will reliably buy stolen stuff now.[Shek bars do not] No other shop types will buy stolen stuff…) As for illegal items, only bars and the thieves guild will buy them, as well…

-Made sure all items that are listed as "trade goods" in their item card are also included in the "all trade goods" vendor list.(in order to be included in regional price differences)

-Adjust the "gear artifact max value" and "item artifact max value" for every created town(so they spawn the appropriate gear and items into the vendor lists, which can only be purchased once)
^All Waystations had "item artifact max value" set appropriately, for them to spawn some rare stuff(set them accordingly to their location/proximity to ruins). Set all the other appropriate residents(shops/bars) with the appropriate "gear artifacts max value" and "item artifacts max value"

-Setup every single town with "roaming squads" to have them be setup as "bar squads" instead...(roaming squads may not spawn properly, due to the towns roaming population level already being reached.

-Added in Arkiel’s Fishing mod with variable chance to catch fish…
^Added in "Fishing Rod" advanced versions...
^^Added in some "fish farms" to the fishing villages.

-Set the ai  package of "farm shop" to have the squad actually properly "guard" places...

-UC Clothing Shop in Heft increased guards by double.

-Crusader Top placed in the "armor plate" building functionality...

-“Long Lost Recruits” had their held item made into a “dummy item,” so that it still triggers dialogue, but does not take up inventory space.

-Krug's talk to neutral dialogue had proper conditions set on it, so that of the player is their ally, his talk to ally dialogue triggers properly...

-Krug’s dialogue package was cleaned up and polished.

-Adjusted the Bugmaster's ai, so that he properly stays inside the building. [Added in a few "Bug Lords" in his squad and beds in his tower.]
^The Bugmaster and the Buglords were setup with “False Scorpion” gear, in order to make the Bugmaster harder to knockout in combat.

-Set Mud Town to have a town override after the Blue Cleavers, that turns to ruins if the Blue Cleaver Boss is no longer alive

-For "A Master and His Minions" game start, created an item to start with and have it be possible to trigger on any Blood Spider or Skin Spider, a much smaller chance on Skimmers, and with an almost impossible chance on False Scorpions.

-Setup all trader caravans to have 0 cats vendor money(at least the non-campaign squads) Effectively making them barterers, when buying from the player.

-Overhauled all items set as a food item…

-Made it so that "tanning," "making armor plates" and "making chainmail" use the labouring stat and not the armor smithing stat...

-Added Robot Spider bags to BDC and Rusted Ridge bars, along with Mechanical Hive Villages, as well.

-Added two extra attack slots on all hive praetorians. Also added in more attack slots to the mist creatures, as well.

-Added in “uniform imposter” dialogue to all factions that wear uniforms.

-Put a personality on the player's faction(Nameless)[It is the personality setting with any possible]

-Swamp Turtles had their health raised heavily...

-Order of Chitrin had it's trade culture setup properly

-Beefed up Tengu's security severely... Since the UC collapse hinges on his health only…

-Created a sneaky chain variant of the Noble's Robes and Noble's Trousers for Tengu(put it on Longen too)[Created padded, and reinforced versions for the various Lords and Ladys too]{Created padded and reinforced versions of the Dyed Robes and Dyed Trousers, as well. Then put them throughout the appropriate Lady and Lord spawns...}

-Put a housemate squad in every faction HQ that just basically sits around within the HQ building(prior, no seats were ever being used)Effectively, faction HQs now feel much more “lived in” and utilized. A “side effect” of this would be that faction HQs are now much harder to attack.)

-Added corpse furnaces to all larger bandit faction towns

-Created a "Bone Merchant" amongst the Fogmen, whose dialogue will only trigger for either Fogmen or allies. Had them sell Bone Weapons and Bone Armor and allow the player to adjust their appearance like a plastic surgeon would.

-Put "is recruitable," as a condition, on the Fogmen, Cannibals, and Fishmen recruitment dialogue…(That way too if they are too strong, they will not be recruitable)

-Added in a version of cannibal characters that utilize "primitive weapons" only.

-Set Rebel Farmers and Cannibal Hunters to co-exist with one another.

-Added in "defeated squad" dialogue for all recruitable characters...(like when beep says he's the greatest warrior) This was also done for various other “situational dialogues,” as well.

-Created the Scorpion bandit faction in the Spine Canyon somewhere...(Scorpion Roughnecks)

-Overhauled crops' water use, both created and vanilla. Crop harvest rates have also been linked to their relative farm plot size. Effectively, making larger farm plots cost more water to grow and then, in turn, harvest efficiently.

-Fix for unique bounty squads attacking neutrals, due to an ai issue.

-Took off certain weapon stats as a racial bonus or malus for created races and vanilla. (It seems to work inverse of intended)

-Increased the “faction importance” of all caravan trader bosses and caravan guards.(Effectively, taking out a faction’s caravan can now be enough to make you their enemies.)

-Various small tweaks and fixes

Update: Jul 25, 2021 @ 9:22am

-HOC Leader Dialogue:
Gave Krug dialogue telling you to take down their enemies(with the Okranites, Narkoites, and Hiningenteki Hantas most important)
All other officers, have dialogue telling you to go to Krug... as he is the leader of the expedition.

-Wrote dialogue for Rodrick(Krug’s right hand man), including dialogue where he informs you on which factions to take out(Mainly focused on the Okranites, Narkoites, HH, and Shek), and ally dialogue for when you become their allies.

-"See carried character" dialogue was written for all significant enemy leaders of the Order of Chitrin.

-Fixed the layout of some Order of Chitrin bases.

-Created a "Weapon Smith IV" for up to Edgemaster 2(with very high requirements[90 iron plates] and power use [-80 power consumption] plus very high requirements for the research to unlock the building)
^Then created a "Weapon Smith V" for up to Edge Type 3, with Meitou possibly on a critical success, ~33% max at level 94 weapon smith,(with insane requirements[250 iron plates] and power use[-200 power consumption]plus insane requirements for the research to unlock the building)
^^Also, set it up so that Weapon Smith 3 upgrades to Weapon Smith 4, and then to Weapon Smith 5

-Made it possible to craft Meitou quality weapons, indirectly, through a critical success, ~33% max at level 94 weapon smith, when attempting to craft an Edge Type 3 weapon(also newly made craftable in UWE, at the Weapon Smith V)

-Created “Ancient Weaponry Texts” and “Ancient Weapon Research” then disseminated them deep in the Ashlands, on Bugmaster, on Cat-Lon, and placed the item into the artifact spawn system, as well.
^”Ancient Weaponry Texts” and “Ancient Weaponry Research” will be needed items for the research of the Weapon Smith IV and V to be built…(At Tech Level 6)
^^”Ancient Weaponry Texts” and “Ancient Weaponry Research” will be needed items for the research of the Edgemaster and Meitou Weapon classes.(At Tech Level 6)

-Set the new weapon crafts to the building functionality for weapon smiths, as well (such as Order Forge 1-3...)[Effectively allowing for the player to craft the “restored” weapon textures]

-Added Edge Type 2,3 and Meitou(indirectly and only as a critical success when attempting to craft Edge Type 3) as weapons that can be crafted by the player, in the homemade weapon manufacturer... Also set them in the building functionality for the weapon smiths, as well.

-Research was setup for all the created weapon models included within the Homemade weapon manufacturer.

-Made it so that the Shek HQ with Esata does not move to other places, as it does in vanilla, due to certain worldstates. (Towns effected: Stack, Bad Teeth, Squin)

-Adjusted the availability of Engineering Research that is purchasable in Waystations.

-Adjusted the town overrides for the Scout Posts, so that if Moll is no longer okay, they fall into ruins with cannibals camping out there...

-Made the cannibal base in the north of the Floodlands(Suspicious Lab) buyable or purchasable/usable by the player… After clearing it of the inhabitants…

-Shinobi Thieves and Shek Kingdom were set to co-exist with one another(The Holy Nation, as well)
[Shinobi Thieves also had their relations set to +30, with all factions in which they have a building in town]

-Properly put Dried Gristle Flaps in Mud Town(They have the best, supposedly, based on vanilla dialogue)

-Big Fang was setup to be defended much better in the HQ and the town of Swamp Village S...

-Made Chitrinite Armor and Weapons available to purchase, but only for player factions not allied to their enemies... Their weapon/armor shop doesn't sell to factions allied to their enemies
Setup all Chitrinites with First aid kits, as literally none of them had any prior...

-Slave Trade pacifier had it's dialogue setup as if it were a minor faction, so that the bounties with them can be paid off.

-Fix for UC and Shek guards grabbing someone already serving a prison sentence and putting them back into it... Basically resetting their sentence, in the process

-Mechanical Hive properly had animals setup to sell, in their hive villages...

-The Natives and Herdsmen properly had dialogue setup for them. Along with that, they also had leaders created for their factions, as well.

-Mech Hive MKII had it's race chance lowered on the Empire Peasants faction...

-Made Skeleton Animal Traders a camp instead of a homeless spawn…

-Adjusted the Agave Nectar Still so that the items needed to craft Agave Nectar is properly Agave and Water.

-Made "freeing prisoners" a higher priority within any ai goals it is included(In effect, prisoners will be freed properly and on time)

-Made the Kopek town override for the Slave Traders fall into ruins if Slave Mistress Grace is no longer alive...

-Added ration packs(all variants) as researchable food items to craft

-Added in 15 more ai cores to the artifact system's loot system(This was done due to the expanded need for ai cores, in order to research advanced weaponry)

-Created a "food storage for recipes" where the characters can grab or place items in it…(In effect, the player can now automatically craft more advanced food recipes, such as Ration Packs)

-Created a recruit with a missing limb
Make him a paranoid conspiracy theorist; Kenshi's resident conspiracy theorist.

-Created a Nomad game start(Shem), a Dust Bandit game start, and a Mongrel game start.

-Added the ability to research and craft training swords.

-All weapon stats were balanced properly… (All weapon stats have been made to be in-line with the minimum and maximum constraints established by vanilla Kenshi weaponry[For instance, the Ronin Talons previously had +40% armor penetration instead of the maximum vanilla weapon constraint of +30%]
^Weapons' stats were also balanced and polished with their weapon class' minimum and maximum constraints in mind, as well)

-Put Meitou weaponry throughout the faction leaders in-game

-Updated Rock Carrots to properly automate food production associated with the food crop item.

-Added cannibal shacks to the Deadcat Fishing Village, for if/when the Cannibal override occurs

-Adjusted the Deadcat overrides of cannibal villages and such…

-Adjusted homeless spawn and camp/nest numbers in Cannibal Plains

-Made sure all bandit faction hqs are setup to have their leader not go outside...

-Various small tweaks and fixes.

Update: Jun 26, 2021 @ 12:01pm

-Added in "see bounty" dialogue where the character then attacks and raises the crime alarm , but stays close to home for all minor factions and their created dialogue packages...(have the personality not be fearful)[The 3 Major factions were also polished up so that their “see bounty” dialogue triggers properly, as it was not in vanilla.
^That way factions actually notice a bounty and they won't just let the bounty walk right into their town without trying to gather said bounty.
^^It is set for each faction and the condition is set so that you are in the town of that faction… or you are within no town at all.(A faction will not attack you within a town of another faction, to avoid triggering large battles over some random bounty)

-Created being healed, get up fight, and defeated squad dialogue for all animals. (Now, when healing a dog of your own, they may cry or whimper… while a dog in the wild may howl at the moon after taking down an enemy squad…)

-Barley farming was adjusted so that Barley can now somewhat grow in the Swamps.

-Properly gave the Blackshifters Casino a name…

-Adjusted the River and Swamp Carni-Raptors to properly be red or black…

-Added corpse furnaces to the Holy Nation Mines.

-Added a well to Waystation Highlander BZ

-Properly renamed the Holy Forgemaster and the Machinist Forgemaster building names. Also, properly setup their Forgemasters to have dialogue as a shopkeeper.
Created two weapon manufacturers for the Shek(Kral’s Armoury I +II)[The Shek weapon manufacturers’ weapons are slightly rare to see/come by.] Along with creating a Shek Forgemaster, as well.

-Nomads faction was properly set to co-exist with all factions(non bandits)[Prior, battles could break out against the Nomads in various towns for myriad reasons.]

-Midland Hive was made to co-exist with the HNO and Nomads, to avoid all-out battles within The Hub over seemingly nothing.

-Adjusted Esata’s "talk to" dialogue setup to occur one time only on each selection, instead of the entire dialogue setup only triggering once.(Now there should be no problem getting Esata to properly give you her daughter, Seto, if you bring in a bounty to her, for instance)

-Setup the [padded], [reinforced], and [sneaky chain] variations of armor to have differing fabric counts.
Set all [sneaky chain] variations of armor to only be made at a chain armor station and not the regular clothing stations...

-Adjusted all "spot intruder" dialogue to only trigger for the player...
^Also set them to attack, but stay close to home, instead of chasing the player forever and away from their town.

-Adjusted all mercenary characters to ensure they have no bounty(Bounties on mercenary characters were causing unnecessary bloodshed, especially in places like World’s End)

-Altered the Inhuman Hunters dialogue to have priority on seeing humans, that way if a squad does have a human, there is a higher chance of the Inhuman Hunters properly spotting them and not attacking.

-Dust King, Hill Marauder King, Swamp Ruffian King, White Eyebrow, Dimak, Blood Raider Boss and Sand Ninja Oni was properly setup to not guard outside of their HQ building.

-Created a cannibal cook pit that can be utilized by the player. (With the model of cannibal cook pit and the function of a “limb remover”)

-Made the lizardmen “swim” under water instead of swimming, just like robots/fishmen

-Engineering Research was made sightly easier to get, by making it a very small possibility to be purchasable in Tech Hunter, Skeleton, and Mech Hive towns.(It is very rare and not consistent to restock)

-Adjusted the guard locations at the library in Black Scratch, so it's not easy to steal from any longer. Also gave the library 3 more guards to keep you honest…

-Set the Mega Skin Spider, Mega Blood Spider, Elder Skimmers, and Elder False Scorpions as spawns outside of the Bugmaster tower only.(Fighting into the Bugmasters’ Tower will now be much harder, however, the interior of the tower will not be packed so full of animals that the pathfinding becomes basically broken.

-Adjusted skin spider nests and blood spider nests to stop them from being immediately wiped out...

-Fixed the Cold Bloods Village to not have a hole where ppl can walk through.(next to tower and lagoon building) Also, setup a bar, headgear shop, and bar squads within the village, as well…

-Setup defenders at the ruins containing engineering research(specifically post ancient workshops)[Basically just 2 security spiders or such, similar to other ruins.)

-Cold Bloods and The Order of Chitrin had faction pacifiers setup.(Cold Bloods
- Catun, Waystations; Order of Chitrin - Flats Lagoon, Waystations)

-Created a Shek Kingdom game start at The Great Fortress, with the player being tasked with taking out the Bele'coz, Kral's Chosen, Berserkers, and Band of Bones(Shager’s Dream)

-Set a faction color for the Deadcat(Dark Purple and Light Black). Created faction colors for Band of Bones(light blue and gray) and Kral's Chosen.(black and green) Also, altered their spawns to give then (colored) and (colored) [alt] version of all their gear…

-Created and implemented Hive Praetorians of all hive races...

-Bonedog backpacks have been setup so that all dog races can properly utilize them now…

-Various small tweaks and fixes.

Update: May 25, 2021 @ 11:27am

[hotfix]:Adjusted Order Army Force squads to have the proper world state conditions.

Update: May 24, 2021 @ 12:25pm

-Created a new “emergent” late-game faction, called the “Order of Chitrin”(Chitrin was the god that many in Kenshi believe broke into two gods, Okran and Narko, to save mankind.), that only begins their overzealous “crusade” across the island-continent under certain circumstances. They will make their landing on the coast of Shun and begin their crusade across the entire landmass. They have their own faction armor, faction hierarchy, law system, punishment, etc. “The Order of Chitrin” basically hate all that are not Chitrinites, but they hold the Okranites and Narkoites above all others, as examples of heretics that need to be purged. Those that are unlucky enough to find themselves captured or imprisoned by the Chitrinites are in for a surprise, as the Chitrinites burn their prisoners at the stake, to cleanse their heretical ways. The Chitrinites also have two of their own faction weapon manufacturers(Order Forges and Chitrin’s Blademaster), making their spawns very balanced with low to high end weaponry.
As a faction, “The Order of Chitrin” has many town overrides going all the way up into Holy Nation territory and all the way over into southern and southeastern United Cities territory.
Along with that, a gamestart was created, with the player being a member of “The Order of Chitrin” sent on a mission to secure the landing area for further invasion.

-Added in 3 new races from the Argonians in Kenshi mod.(The Dragoloids, Reptiloids, and Sharkaloids) The races colors were refined to be much more dull and less flashy. The faces of the races were made to be properly edited, as well, by adding in facial sliders for the various facial features of the races. 6 eye colors were added in for all races. A few hairstyles were added that fit the new races.
A faction, “The Cold Bloods” was added in with a base in the Swamp, as the defacto racial faction for all Reptiloids. They are considered bandits, but are not outwardly to aggressive towards others, due to their ever-dwindling numbers.
Along with that, a new gamestart was added in to specifically roleplay as one of the last remaining “Lizardmen” as the other races call them…

-All animals were made to properly have dodge stats.

-Fixed the hiver shop dialogue to have /RACENAMEHIVE/ instead of /RACENAME/… Also fixed the /RACENAME/ word swap to not default and say human to every race...

-Created "A Master and His Minions" gamestart w/ 3 blood spiders, and a skin spider for the Spiders faction/Bugmaster

-Made the Bugmaster's faction(Spiders) have campaigns whereupon "Buglords" will singularly lead a strike force of spiders to take you out...(1 human leader, 20 blood spiders, 10 skin spiders)
^The campaign raid is based upon location…
^^Made it so the player has at least a lvl 2 base and 10 ppl before they begin attacking with the"Buglord" and spider squads.
^^^The player can pay off this raid as a “tribute” to the Bugmaster.

-Added in 4 new weapon manufacturers, along with a resident building making the weapons, in their corresponding factions’ capital. 2 weapon manufacturers were created for the Holy Nation(Holy Forges and Okran’s Choice), to help aid in balancing their spawns a little better. Along with that, the Machinists(Machinist Forges and Machinist Smiths) faction had 2 weapon manufacturers created for them to basically arm the Tech Hunters that protect them.

-Added in a very small chance to have a +1 relation gain when healing others...

-Created "priest dialogue" for all priest characters, with them saying "May /GOD/ be with you..." to neutrals in talking range.

-Fixed certain faction leader talk to dialogue to not trigger for allies either(it is already setup to not trigger for enemies...)

-Adjusted animal squads in Bugmaster’s HQ to eat ppl and have the Bugmaster imprison/eat ppl

-Rebel Base town overrides were made to match The Hub’s...

-Made "predator" raptor squads(called “Carni-Raptors”) that actually "prowl" for meat and smell corpses and blood...
Adjusted the dialogue package for Hamut, for when he is an NPC.(This was done so that Lena can properly trigger their “reunion dialogue” should she be recruited before Hamut.

-Increased the health of all defensive gates.. (The gate HP was set to 3x and the rebuild speed was set to 1.5x…)

-Adjusted all the "loss triggers" on the "leader kidnapped" campaigns, so that they don't keep triggering, even if the leader is then dead...

-Fixed it so Big Fang actually spawns somewhere properly, and not behind a town override. He will now be based within the Swamp Village S, along with all his Twinblade faction mates.

-Adjusted Glurgh's dialogue to not cause him to attack NPCs randomly.

-Adjusted all created “padded,” “reinforced,” and “sneaky chain” armor variants to have their proper body part coverage, to actually give a benefit to the intended upgraded versions of the article of armor.

-Corpse furnaces were added into all Shek Kingdom towns(Admag, Squin, Great Fortess, Last Stand, Old Frontlines) so that they properly dispose of corpses building up in their towns.

-Various small tweaks and fixes.

Update: Apr 26, 2021 @ 12:52pm

-Made Rebirth and the Highlanders Prison Camp into their own separate factions that are then allied to the HN, Highlander, Slave Trade, and Manhunters for Rebirth… and Highlanders, Slave Traders, and Manhunters for the Highlander Prison Camp. This was done to effectively make it possible for all slaver factions to properly drop off new slaves at the slave camps.

-Tweaked an improper dialogue condition to adjust the Shek squads from attacking neutrals randomly in a seeming “bloodlust” while they are already in combat with others.

-Adjusted all bounty desk ai packages to have it set to stay in the building and not go outside, that way they can't be drawn out.

-Set all prison guard squads to have kill prisoner when full, to avoid full prisons. With a housemate setup to basically just stand guard and then dispose of corpses.

-Gate guard dialogue was made to not trigger 100% of the time it is possible any longer. The chance of it triggering was greatly reduced, along with multiple tiers of dialogue being added in based upon the relations you have with said faction. The more friendly you are with a faction, the less hostile and aggressive a faction will be when checking you at their gates. The minor bag check dialogue was also made to have a much reduced chance of triggering, as well.

-Added in a corpse disposal squad in all faction police squads, hq squads, and barracks. Then added in corpse furnaces in-game to all created towns, all minor faction towns, and all major faction towns.

-Added Highlander prisoner and slaver caravans as biome spawns, with their leader's health as their world state condition.

-Fixed the limb shop in BD(Outpost 5) so that the player can't go on the second floor and go around an indoor wall where one bed is. There's a barrel and a chest next to it and you could basically just train thievery there previously. Guards never go to that spot and you can reach the safe on the other side of the wall as well and steal from it.
Also fixed the UC HQ, where the throne is, so that guards now patrol where they have items stored. Skeleton bar had two new guard spots added in the upstairs area on Skeleton Bar interior.

-Put more guards in every single shop in-game(by 1.5x or so, for most shops)

-Adjusted all turret gunner squads to properly prioritize the utilization of turrets...

-Adjusted the Tech Hunters and Highlanders relations to help keep them from breaking out into scuffles in World’s End. This was also done by adjusting the bounties that “Drifter” characters could have with the Highlanders, as well.

-Setup shop guard dialogue package for every single shop in-game, to properly not allow for sneaking in shops and attacking on sight if seen sneaking in a shop… More entries were also added into the dialogue for catching a player sneaking.
The massive alarm was adjusted to only be a crime alarm, if caught sneaking in a shop. Along with that, a bounty of 500 will be rendered upon anybody caught sneaking in a shop or even the building of a civilian.
Set all shop guards with shop guard dialogue and shop guard stats.(Their stats have an elevated assassination stat, so that they cannot easily be stealth KO’d to steal from shops.)
Wrote dialogue to have barracks/hq guards and jails not allow ppl to sneak within the barracks/hq or jail, as well.
And expanded to basically encompass all characters. (Effectively, sneaking in any building will now get you into trouble, if you are seen)

-Adjusted the layouts of tower shops to not allow for easy theft from second and third floors...

-Lower the loot prices for looted gear(weapons and armor only) from enemies to 6.25% from 25%. (Effectively, it will take selling 4 articles of armor to equal the vanilla sell value of one article of them prior. Looted gear is much too easy of a moneymaker in-game, so this should help quell that while still allowing looted armor/weapons off of corpses to hold some value.) Player made armor and weaponry also had it’s sell price lowered by half.(That way you can’t just pump out bandanas and become a billionaire, as easily)

-Added appropriate assassination stats to all faction leaders and officers, so that they cannot be easily grabbed in their sleep or stealth KO'd.

-Lowered the trade prices, with appropriate factions, for all mine-able materials. (Specifically cheap to sell to places like the UC, where they have stone mines and slaves to mine it.)

-Made all armor worn by the "police" of factions be properly considered a "faction uniform"

-All slaver factions were made to properly be set to coexist with one another, along with having elevated relations to avoid them falling into adversarial combat.

-Adjusted all gambling game callouts to properly trigger occasionally.
Set regenerate on all appropriate squads(Specifically all resident squads)

-Adjusted the Holy and Inhuman Hunters trade cultures to consider all robotic items(from ancient lab ruins), science books and ancient science books as forbidden items and illegal goods.

-Made it so that certain tech items (Especially those with no other uses) are basically only sellable for a decent price to the Tech Hunters, Skeltons, Narko’s Disciples, and the Mechanical Hive… other factions will still buy the items, but for a much reduced price compared to the above factions. Electrical components can be sold for a decent profit now when selling them to the Tech Hunters, Skeletons, Narko’s Disciples, or the Mechanical Hive. The Power Core only really has a reasonable sell price when sold to the Tech Hunters, Skeletons, Narko’s Disciples, or the Mechanical Hive now.
Added in an increased trade price modifier for Science Book, Ancient Science Book, and Engineering Research just for the Tech Hunters.
Increased lantern of radiance value by 800%, at all hive factions…
Set Lager Mash and Ale Mash to 5% sell price for every trade culture, that way it is not profitable to just sell the intermediary item…

-Medical Supplies are now worth 150% for most factions, with the “robotic” factions deeming them worthless. Medical supplies were also made to be an ingredient in the creation of medkits.(of carying qualities) In addition to that, medical supplies were made to be more prevalent in loot spawn locations... along with putting them into every hospital, barracks, hq, noble house and jail, as well...Their item’s description was updated to point out the fact that they can be made into medkits now.
Properly setup all town overrides for the town of The Bastion, in doing so, added in camps for the cannibal hunters for the biomes of Darkfinger, Sinkuun, and The Bast.. with the condition being that their leader, Robun, was not alive…
False Scorpion squads were not setup to properly not approach towns…

-Gave the Inhuman Hunters some weapons that specialize against the Shek races, with others that are strong against the hiver races.(This was set on the “Holy” versions of certain weapons)

-Added in the armor from Stupendous Man's Black Dragon Ninja Armor mod into UWE. Also, created the medium and light versions of the chest armor...(Added them into the lower members of the BDN) In reaction to the addition of such armor, the White Eyebrow Clan was given varying versions of samurai armor in their lower member’s spawns...] Made a “right hand man” for White Eyebrow.
^Overhauled all Black Dragon Ninja and White Eyebrow Clan spawns, to further strengthen/distinguish each faction...

-Adjusted all race and animal character stat settings to be lessened to lower the damage output and the stun-locking of opponents that was occurring with some races added in from the More Dogs mod. Set all created bonedog factions to be set to coexist with the all appropriate factions and each other.

-Various small tweaks and fixes

And much, much more...

Update: Mar 20, 2021 @ 8:29am

-Fixed Regina's dialogue to properly initiate for the player...

-Updated Cat's dialogue and then created Tatiana to be Cat's date that he seeks upon being freed by the player from the Dust King's Tower.

-Adjusted all "long lost" recruits' dialogue to trigger properly if the player is their faction's ally.

-Added in more dialogue entries for various player characters to see animals...

-Restored "Crow Face" as a recruitable character in Mongrel...

-Fix for "Heads or Tails" gambling game not paying out properly.(Only if the player bet on tails to win one time... all other payouts were working properly otherwise.)

-Added in/restored "Swimmer," "Sabina," and "Atticus" to the Machinist University within World's End. (They are all lore book writers for the Tech Hunters, in Kenshi vanilla.

-Restored "Tinhead" as a sort of bodyguard for faction leader "Elder" within the Iron HQ for the Skeleton Bandits.

-Restored "Swantoon," "Garp," "Kumo," "Peace," and "Hangover" as recruitable characters to be found throughout the world of Kenshi...

-Updated the Dra'ak race textures. (Thanks to SeeleenSchwarz for informing me of the updated textures from his great mod, The Dra'ak Race, included within UWE.)

-Added in new dialogue for the Highlander(Dexter, Jason, Mitch, and Shane), Skeleton(Fuji and Terron), and Deadcat(Daymond and Craig) leaders.
They will now allow the player to buy into an alliance, in the case of the Deadcat, or advise them on which characters they value most, as a bounty, to gain positive faction relations.

-Added in a feature to see all towns(created and vanilla) from afar, on the latest experimental build update.

-Various small tweaks and fixes.

Update: Feb 26, 2021 @ 7:08pm

-Added/restored Zed, Trepp, Fish, and Idad into the Machinst University in World's End. All of whom are credited, in the vanilla game, with writing lore books for the Tech Hunters.

-Added created recruits into more appropriate generic dialogue references.

-Made the Fogmen stronger as the other hiver faction queens are killed.(stat-wise and eqiupment quality) They are not "defeatable" back to their vanilla "stomping grounds"(Fog Islands), along with the biomes where the hivers with a dead queen used to occupy, until their "Fog King" is killed.(aka, once you kill one of the hiver faction queens, you have already started a chain reaction of powered up Fogmen.)
"Fear the Fog"

-Gave one of the unique recruits "senses" to see the following animals from far away(as a kind of warning system of sorts, similar to Miu's "spider sense" in vanilla.)
Beak Things (Gernonimo)
False Scorpions (Oron)
Gurglers (RIddly)
Bonedogs (Chad)
Cannibals (Talmadge)

-Fixed crab replacement limbs to be properly craftable by the player.

-Added in "see animal squad" dialogue references for the Player Civilian, Player Thug, Player Tough Merc, Player Character Default, Player Flotsam, Player Hiver Ronin, Player Shek Warrior, and Player Skeleton...
They are all setup with very simple, generic dialogue and can only be triggered if the animal is within talking range...

-Overhauled Rane the Giant, Kang, Ells, Oron, Headshot, Hobbs, Sinklyde, Chad, Digna, Infinite Wingwang, Stubs Momoso, Burn, Green Finger, Espher, Lumi, Luquin, Ruka, Seto, Silvershade, Sadneil, Jewel, Reva, Riddly, Yamdu, and Ani players' dialogue references to further personalize and develop unique recruitable characters.

-Bars across the map were made to buy illegal goods, with the exception of the HN...

-Adjusted a few armor/clothing items to be properly craftable by the player.

-Created Crumblejon's wife, Regina, as a recruitable character. She can only be recruited if Crumblejon is in the player's squad and visits Inaba's home.

-Added in the created races and factions from the "More Dogs" mod, along with implementing the ability to utilize the bonedog bags within UWE, for the newly added bonedog races.

-Wrote some short new Tech Hunter notes about biomes inhabited by created factions.
Northern Coast (Northern Hive)
Bast (The Bastards)
The Floodlands (The Deluged)
Shun (Desolate Plunderers)
The Dreg (Midland Hive)

-Wrote dialogue so the player can bring in the Blackhound's Pelt to the Western Hive Queen, seemingly as the original mod had intended. The Western Hive will purchase it from the player... or give positive releations, based on what the player chooses in dialogue.

-Added in some biome entry dialogue about Swampers' Run Racetrack and the Blackshifter Casino in Shark, for the Swamp biome.

-Made Highlander bar squad spawns conditionally based upon the health of their local Highlander leader. (Just as homeless spawns already had been setup)

-Setup "see enemy" dialogue for Highlanders within towns of the NPC and of the player, so that they don't launch an attack on enemies within the town, regardless of bounty amount.

-Adjusted "Salvaged" Crimpers' hunger rate to properly be in line with other robotic races. That way, the race doesn't inexplicably become hungry during gameplay, for the player.

-Various small tweaks and fixes.