Kenshi
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Snowii's Modpack
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Jul 14, 2020 @ 6:13am
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Snowii's Modpack

Description
Official Release is here! Now that the modpack is out of beta, I will be just updating this one modpack. Remember to favorite it to get monthly major feature updates as well as hotfixes.

This modpack was specifically designed to retain the core feeling of vanilla kenshi while further expanding on the lore and systems of the game. Changes listed Below.



Scavenger's Modpack
"In an attempt to improve the viability of a scavenger playstyle, I added in some new buildings to greatly improve QoL for hunting. Also increased animal spawns to lower the time needed to search for animals"

**NEW** Forgaging Bins
+Automatically haul all animal parts to foraging bins.
+Foraging bins can be placed anywhere without creating a town on the map. Make sure you remember where you put them!
+Costs 2 Building Materials to make.
+Research costs 2 books and is available at the start if the game.

-Wildlife group sizes and frequency increased. Changes made depending on animal, generally 1.3x to 2x the size of packs.



Combat Overhaul
"Creating a more meaningful system of combat and combat mastery"

-Increased Attack slots to 3 to improve combat pacing
-Increased Base Block chance to compensate
-Slightly lowered block chance increase per 10 levels to avoid overpowering single units
-Decreasing damage at lower levels for cut damage, remaining same at high levels.
-Significantly ncreased blood loss from cut damage.
-Increased blunt damage to balance with cut.
-Increased chance of dying if left untreated
-KO time increased
-Blood loss increased
-Blood recovery decreased
-Blood clotting increased
-All skeletons combat speed increased from 90% to 100%. Soldierbot to 110%.
-Hive soldier drones combat speed increased.
-Grimbot Species added for unique recruit (Details below).
-Crossbow damage nerfed at low levels, buffed at high levels.



Economy Modpack
"Making the economy more interactive and free flowing. Compensation nerfs to player crafted items."

-All non-hostile NPCs changed to have significantly more money and shop significantly more often. (Set up a sales counter)
-Slightly decreased armor and clothing prices
-Increased weapon prices
-Decreased sell prices for weapons and armor crafted by the player
-NPCs visiting your outpost will spend time shopping for items



Grimbot
"Grim is a brand new recruit as a brand new species designed to further explore the lore of the skeletons and Cat-Lon. Grim has a special past and is available as a unique recruit in Mongrel. His dialogue and world events are currently still being processed, however I felt like he was ready to be put into the modpack even just as a recruit."
+Visually similar to base skeletons. Slightly altered color pallette.
+250HP to head, stomach, and chest. Head and stomach more likely to be hit than on a normal skeleton, chest relatively similar but lower chance.
+Can wear clothing such as chainmail
+Bad at almost all production tasks as well as perception. Good at toughness, dexterity, melee attack and defense, and hackers.
+Starts with decent stats and lore-friendly equipment.

I plan to thoroughly increase his dialogue throughout the world as well as add a couple world events and special cat-lon dialogue with him. Please be patient though as this will likely end up as thousands of more lines of dialogue than he already has...



Faction Relations Overhaul
"Adding in significantly more chances to improve or decrease relations with other factions. Added a few hundred conditions into the game where players can increase or decrease relations through dialogue and events."
-Tax days with most factions will now improve relations slightly
-Each major faction will have a type of dialogue that they prefer and a type the despise (lore friendly). For example, Holy Nation will be extra rewarding to devout followers of Okran, but directly acting blasphemously will greatly decrease relations.
-I plan to improve healing relations by next major patch.



Drifters Update
"Just added more races to the drifters faction at very very low rates. Nothing too special."
-Added all skeleton variants at around 1% chance to spawn
-Added all southern hive variants at about a 1.5% chance to spawn
-Slightly increased base skeleton spawn rate
-Slightly increased hive worker drone spawn rate
-Decreased human spawn rate outside of exclusively/primarily human dominated areas




Meitou Crafting
"Adding functional Meitou crafting to the game"

**NEW* Edgewalkers I, II, II
-Research cost: 4 AI Core each (More cores added to the game to make this possible)
-Each allows for Edge type 1, 2, and 3 crafting respecitvely

**NEW** Meitou Incarnate
-Research Cost: 4 AI Cores, 8 Engineering Research, 12 Ancient Science Books
-Allows for Meitou Crafting
-Critical Success is Snowii's Grade Weaponry (The same stats as meitou in vanilla. Meitou very very slightly nerfed here)



Farming Changes
"Making farm types more unique in their trengths and weaknesses"
-Players get hungry slower (need less food)
-Cactus is now more resilient to drought and decay, however takes longer to harvest
-Cotton takes slightly longer to harvest
-Riceweed takes slightly longer to grow and harvest (still very fast)
-Wheat takes much longer to grow
-Vegetables take longer to grow


Misc
"Shifting other values to make the game more seamless"
-Nerfed Toughness XP
-Nerfed low levels of toughness, buffed high levels
-Nerfed Athletics XP
-Slightly Nerfed Global XP Rates
-Increased Weight of people while carrying.
-Increased night duration
-Increased Bed Heal rates
-Increased MEdic Heal Rates
-Decreased medic heal efficiency at early levels, increased efficiency at high levels (You'll want to buy way more medkits early on)
-Minimum lockpick chance 7.5%
-Prison time increased
-Build Speed decreased
-Training Gear significantly buffed (except melee attack, which was slightly buffed for training dummy 1 and 2, but significantly buffed at 3.)
-Storage spaces doubles because ♥♥♥♥♥♥♥♥ they just take up egregious amounts of space
-Hashish prices increased in empire lawless zones
-You'll find more high grade weapons and armor in shops
-Weaponsmith UI clutter reduced
11 Comments
AVNlover67 Jul 1 @ 8:25pm 
Can I just get the 'Faction Relations Overhaul' instead of the whole pack?
Aphelion  [author] Sep 17, 2023 @ 2:15pm 
Update:
I was on break from University when I initially released my mods, and being back in Uni ate up the time I was spending working on little passion projects like this. I will try to make some of the small changes for my mods that many people have been using to improve the intended functionality. I already posted updates for some of my mods, and will continue to roll out small patches as I am able to find time to do so. I have also shipped fixes for most bug reports, and intend to improve the experience of my more popular mods in the future.

For this modpack: I anticipate much work needed to import all fixes from the individual mods while maintaining/adjusting the tweaks that made them mesh better in the past. The improved versions of the base mods should be a better experience despite lacking the tweaks, so I would recommend downloading the mods "NPCs Shop more", "Better Foraging Bins", and "Better Hunting Towers" on my page for the foreseeable future instead.
Aphelion  [author] Nov 18, 2021 @ 4:37pm 
This modpack got discontinues, apologies all. Modding update on my steam page
AMN Jan 16, 2021 @ 10:29pm 
hi, I found that Grimbot don't have MCA patch
Darmok and Jalad at Tanagra Oct 15, 2020 @ 10:34am 
Love your NPCs shop more mod, cant wait to try out your other mods in this mod pack!
Aphelion  [author] Sep 14, 2020 @ 3:26pm 
@Kalash, ah, I think I accidentally shipped a change that messed up his dialogue (with plans to rewrite his character to feel more realistic within the world). I'll look into it tomorrow and try to ship at least the recruitment dialogue.
Kalash Sep 14, 2020 @ 1:27am 
Heey @Snowii , I have been playing with you overhaul for some time now and a bunch of other mods with it around 290 ... Anyway, have you noticed any mods that would make it impossible to recruit Grim ? I have just reached Mongrel and tried talking to Grim, but the conversation is not available (when moving coursor over character , no indications of dialogue).
Aphelion  [author] Jul 19, 2020 @ 11:32am 
@Danpai - For this version of the modpack, I would say the martial arts mods would be nice to add in since I took away the damage buffs I used to have in the modpack
Danpai Jul 19, 2020 @ 10:39am 
Hi there! All of this sounds great, so I'm just about to start a brand new save using JUST your mods. Looking forward to it! Quick question, though: would you say the typical Martial Arts mods are still necessary? Such as faster dodging and no matrix dodging, etc.
Aphelion  [author] Jul 17, 2020 @ 5:46pm 
@Deglorath I've played with both and didn't see any conflict. It will be very hard to deal with at times though (in terms of game difficulty) but they'll work together.