Kenshi
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Enhanced Survival Challenged 2.62 (increased difficulty)
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Jan 9, 2019 @ 6:49am
Sep 6 @ 8:35am
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Enhanced Survival Challenged 2.62 (increased difficulty)

Description
This mod aims to remove the cheese wealth mechanics that make Kenshi too easy, and make your struggling, suffering and overall challenge in Kenshi greater. If you like it leave a thumbs up.

Compatible and best played with (in the following mod load order):

Money Theft
Realistic Thieving
Longer Merc Contracts
Bounties Galore
Enhanced Survival Challenge
Reactive World
Ironman

Economy and Base Changes:
Easy cash cheese mechanics nerfed hardcore. Shops are much more discerning now and won’t pay top dollar for used and tainted gear that was obviously trashed and just looted from a corpse. Sold looted gear sells for a fraction of the price and you will risk starving for a good portion of the game and will cherish hard earned cash much more. Trade good prices nerfed, drug prices nerfed, everything with basing is harder and longer. Bounties remain the same to reward exploration and risk. Click here to see a detailed list of changes.

Combat and Creatures:
Vanilla was too easy with an army of chars, you now need to make the best of a much smaller team and have many of them multitask. Faction limit capped at 12 characters, attack slots increased to 2x, meat and leather drops reduced, maces buffed and various other balance changes. Click here to see a detailed list of changes.

Water is life now:
Water should be one of the most scarce and valuable resources in Kenshi, I've tried some changes to reflect that. Water is reduced in almost all biomes significantly, wells are more labor intensive (even electric ones), and you cannot find water for purchase at any vendors. Click here to see a detailed list of changes.

Differing resources per sector:
Biome resources now scale with difficulty. Easier biomes to live in have reduces resources while harder or specialized ones have more. See Click here to see a detailed list of changes.

Ruins Progression for Base Building
Some key base buildings and research are now locked behind needing ruins gear in order to build them to encourage ruins exploration and make end-game bases more progression based. Highly suggest NOT to set up a base right away as you will be missing key ingredients for many items until you find them in ruins. Click here to see a detailed list of changes.

Personal Statement:
I made this mod mainly for myself. I love survival games that make you struggle, suffer and feel like you just "never have enough". I find it fun being forced to make hard trade offs and tough decisions. This mod isn't for everyone but if you enjoy it, have suggestions, or find errors in it please let me know.

***
9-6-25 minor update

Reduced some non-unique bounties and tweaked some building costs.

3-20-24 bug fixes/tweaks

-Water now completely removed from vendors like it was originally intended.
-Basic wells put back to vanilla in terms of counting as a town.
-Beak things egg price fix. They were intended to be reduced to 1/8 but were accidentally set to 1/64 price. This is now fixed back to 1/8.
-Fixed chainmail blunt bonus across all chainmail like it was supposed to be. Basically all chainmail now has a small 10% bonus on its base blunt protection. So if it was 20% before it’s 22% now etc.
-Continue to refine blunt and maces to make them more practical. All maces except jittes now have an additional +20% robot damage in addition to the faster swing speed and +30% additional armor piercing which was incorporated before.
-Reverted Bulls and Garrus to vanilla stats. They were way too powerful when leveled up with the buffs I gave them. Have kept a slight strength and combat staff buff on bonedogs and goats though to make them more useful in a small squad. Note this means wild ones are also more buff.
-Wooden sandals way too buff. Nerfed to give a flat 5% speed buff and no combat speed buff.
-Put some hashish and bloodrum prices back to vanilla to try and balance them more.
Popular Discussions View All (9)
2
Jun 21 @ 6:16am
Where are the Grind Machine pieces?
Dr Fumi
1
1
Mar 25, 2024 @ 5:05pm
Ruins Progression for Base Building Changes
DreadLordNaf
1
Mar 25, 2024 @ 5:05pm
Water is Life Changes
DreadLordNaf
412 Comments
OMEGAVEZ Aug 28 @ 11:29am 
May be this is my mod in collection that adds this head idk
OMEGAVEZ Aug 28 @ 11:29am 
@DreadLordNaf I meant head of heavy fogman costs 4000*
This head drops from that fogman guy with shark style head.
And costs 3900 cats i checked.
DreadLordNaf  [author] Aug 28 @ 9:41am 
There is actually no item called that in the vanilla game, nor did I add one. Are you sure thats not added by a mod?
DreadLordNaf  [author] Aug 28 @ 6:36am 
@fast_missions_only - Can you confirm you dont have another mod loaded after mine overriding the fogman head price? I checked both in-game in my playthrough, and on the fcs and it looks like I had already adjusted those. In-game the prince heads sell for 1200, which is a lot but given they are rather rare seems fine, and the kings head still sells for a lot.
DreadLordNaf  [author] Aug 26 @ 10:51am 
I will say though that in my recent playthrough, it's clear there is no perfect solution to balancing everything cats related.. But if you play as most hardcore players intend,, meaning you do true ironman and only save on exit, and never reload, it makes the game hella challenging, fun, adrenaline bursting at times, with a mix of both hope and tragedy. Ive had 6 figure cats savings wiped out from misclicks that turned my entire part into terrorists wanted by the UC. I scrounged and saved 10k once to go recruit Chad only to have him eaten by a beak thing on the way back, and turned in 50k bounty only to lose 2 limbs on my main char in the processes and having to spend all that just to make him whole again.... So if you play like that I will say you will find it much more "balanced" and challenging at the same time, and fun imo if you love that hardcore roll-with-it-no-matter-what style of play.
DreadLordNaf  [author] Aug 26 @ 10:46am 
@OMEGAVEZ - probably not lol. It was hard to make sure I captures everything that was a bit OP in terms of cats gain. I actually started doing another playthrough recently and noticed a few other things I missed so will be doing an update eventually. I'll add that to the list, thanks for flagging. The other thing I'm going to adjust probably is minor bounties.
OMEGAVEZ Aug 26 @ 8:59am 
@DreadLordNaf one head of fogman costs like 4k cats. Was it supposed to be like this, or is it a bug?:ccskull::beeped:
I earned 200k cats in 30 minutes of the game just by selling these heads lol.
DreadLordNaf  [author] Aug 7 @ 5:49am 
No update, but I started messing around with the game again and seem to have found a good combination of mods that works well with mine here, and adds to the overall challenge + fun. If you load the below mods in the following order they *seem* to all work fine. I havent crashed or ran into compatibility issues,,,, yet:

Money theft->Realistic Thieving and Assassinating->Longer Merc Contracts->Enhanced Survival Challenge->Bounties Galore->Reactive World->IronMan
Clark Jun 26 @ 3:09am 
After subscribing to this module, I couldn't find the key items in the ruins, such as "The Eye of the Bone Man". For this, I wasted half a day looking for this item, and also spent half a day trying to figure out which mod required me to look for "The Eye of the Bone Man". The experience was very bad. This module, apart from the technical upgrade issue, is quite good in all other aspects.
DreadLordNaf  [author] Jun 25 @ 12:55pm 
@Tam - Yes if you are running another mod with affects lockers and item spawn chance at ruins, then it could impact your circuitry finds.