Kenshi
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Project Kathun: Reworked
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Aug 29, 2023 @ 3:49am
Aug 11 @ 11:07pm
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Project Kathun: Reworked

Description
This mod will appear as "RecruitPrisonersSW" in your load order!

Originally a simple tweak to recruit prisoners, the mod ended up in a direction of fixing, correcting, or adding various things in gameplay of the Project Kathun.

This features more patrols, tweaked buildings, tweaked research, missing crafting options for some food and backpack items, a handful of events, bugfixes, and general tweaks that made personal gameplay enjoyable. Some proven and tested examples of these are:

-Jedi and Dark Jedi affiliates receive raids if they obtain the rank of master, associated with the attention they drawn hunting down strong targets. Both of the factions target the same people yet they don't notice the actions of another in the original mod, this is no longer the case. Jedi will assault Sith, Dark Siders will infight and challenge the rule of a newcomer. Every single Jedi and Sith will have a NOTORIOUS bounty against their respective factions, Empire and Alliance. Lightsabers are now more rare and only in the hands of ranked faction members, not just any drifter Force Sensitive you see. Players will also no longer start with one and have to build/find their own.

-Droidekas have been nerfed and reworked. They can only be obtained if you have an outpost and meet a droid caravan. You can also pay Droid Engineers to send them to your outpost to access the higher tier Droidekas. Shadow and Security Droidekas are playable and recruitable, being progressively stronger and higher quality in weapons as well as armor. All droidekas heal very slowly and are quite fragile without upgraded armor/combat modules. Their damage has also been halved.

-Shadow Trooper and SpecForce armor is both protective and stealthy. In Legends and Canon, they are seen with stealth capability. I aimed to reflect this fact in the mod. Regardless of balance, they are an elite unit with rare, powerful armor. I didn't change the armor rating, but I made it not penalize users with stealth.

-Some NPCs and their dialogue have been changed to fit Star Wars lore better. NPCs like Chad and Crumblejon now have in-universe changes. Crumblejon is now a retired elite stormtrooper with a Clone Wars background. He will make various BF2 battle quotes and retain his old grumpiness. Chad will properly resent and refer to the Rebel Cell's general, and not Tinfist. References of God and Okran have been mostly removed to reflect SW canon. Stobe is referred to as The Maker in other context. Damned curses will refer to the Minions of Xendor, Blasting, Spacing and the Thrawn Trilogy curses such as "kark" and "kriff", as well as proper wordswaps for most of these.

-The Holy Nation no longer looks out of place and primitive. They will have uniformed Composite Armor, be starch Imperialists, hate Aliens, and have vile racist remarks for anyone that is of course, alien. They will properly refer to themselves as the Federation of Kathun and play a role in Imperial Occupation. They are still a minor presence in the game, but their books will be in past tense, their culture is fading and dying away. The same goes for the Flotsam, who are properly rebel insurgents in lore that hate everyone outside of the system, as well as the Federation for basically selling out their whole planet to the Galactic Empire.

-Rogue Droid Legions have more faction interactions, are a dangerous part of the world of Kathun, and replace the vanilla Kenshi droids in some areas. They will act as hostile Separatist Holdouts that will attack most major factions and people on sight. They are also common guards of the various ruins, labs, and armories in Kenshi not owned by a specific faction. They will expand when the Cannibal Grand Wizard is killed, build camps, and have moderately powerful patrols. Clone Wars weapons can be obtained more commonly from armories and a game start to play as a CIS Holdout exists for challenge.

-The Community Part Map caused a bunch of errors with the clothes and armor in this mod. I went through each and every piece of armor I noticed in FCS and fixed the maps myself so anyone using this mod can enjoy compatibility. Point at any pieces I missed and I will fix it.

-Endgame bosses and loot is more rewarding, some dialogue has also been restored to add more character to some of them.

-Most Bandit, Pirate, Dark Jedi, Imperial, Rebel, Droid, or Mandalorian Clansmen can be captured, disarmed, and recruited into your squad just like the Recruitable Prisoners mod. Officers, undead, animals, some unique characters and the like cannot be recruited this way. I also added a secret way to make a boss recruitable that requires considerable stats and effort to recruit.

-The Thieves Guild is now well connected and involved in the war. Depending on who you side with, if you are a member of the guild, there will be occasional events in Alliance or Imperial territory that sends smugglers to your base. You can then use the services of a fence, plastic surgeon, or underworld dealer in these squads. Underworld dealers will smuggle weapons, munitions, food, and armor of the enemy faction.

-A handful of farming produce and food that was not craftable or farmable now is. Some goods can only be farmed hydroponically due to how high tier the food is with lore reasons provided in the desc of the buildings. Hydroponics can now produce any plant, including cotton, cactus, denta beans, and the like. Hydroponics is also easier to unlock. Rations, Caf, and Denta Buns are craftable now as well as the materials required to make it farmable.

-Storage of all containers is improved, gates have increased health to withstand sieges, stormtrooper pauldrons and some backpacks are craftable. All droid parts are craftable with Robotics research, a bug used to not allow droid armor and modules to be built.

-AT-STs and Binary Lifter Droids are now powerhouses able to carry almost anything. AT-STs also gained a buff and are known as AT-ST/Ds, due to their lack of pilot and droid-like nature mechanically. Most droids in the game now have droid brains that you can loot from them to kill them while disabled.

-The Rebel Alliance now has the Chiss race as part of their military and their raids reach very far unlike the Empire. They are a Rebel cell, they are willing and capable to go anyplace, anywhere to defeat their enemy. The Empire is already everywhere and avoiding a raid with them is difficult.

-Added various unique starts ranging from a Mandalorian survivor out for revenge, rogue Separatist droids, a Rebel sympathizer start to mirror the Imperial start, and fixed/added consumable research items in starting leader characters to allow mods that tamper with research/building to flourish. Also nerfed/rebalanced the gear in the Force Sensitive starts, making survival and acquisition of a lightsaber much more rewarding.
Popular Discussions View All (5)
22
Sep 4 @ 2:31pm
Addons and rambling
Pico
2
Sep 8 @ 5:52pm
Turret guards auto-attack recruited rogue droids
Marsianer
16
1
May 13 @ 1:20pm
FAQ for Project Kathun: Reworked
Shogun_Sorrow
914 Comments
Pico Sep 28 @ 12:22pm 
@Shogun_Sorrow
Oh, that is very strange. I think I might have been stupid and forgotten to actually send it? It wasn't critical anyway, I'd written that I had posted a Reworked-compatible patch for Great Animations. I don't know how many people have used those animations before, but I think they add a lot to melee fights.
Shogun_Sorrow  [author] Sep 28 @ 12:02pm 
@Pico

Not on my end, I'm playing Oblivion, Steam finally decide to eat it's own links or something?
Pico Sep 28 @ 11:36am 
Did my comment here get deleted?
Shogun_Sorrow  [author] Sep 24 @ 11:37pm 
@fettideluxe It's not regular Clone Trooper armor, its experimental Katarn armor according to SWG lore. It uses P3 textures and models just like it does in SWG. I intend to leave them as is.
fettideluxe Sep 24 @ 10:44pm 
So I looked up the Stormtrooper Armor and it gives Melee attack 0,85x and -8 Melee Attack, I think just no debuffs or buffs for the Clone Armor in their specific field would still make them really really good
fettideluxe Sep 24 @ 10:37pm 
Is it right that Clone Armor has almost no disadvantages, Clone Armor 3 has a lot, Clone Armor 1 has 2x Ranged Weapon Damage and Clone Armor 2 has 2x Melee Weapon Damage? That's a buff I never saw and for the normal one almost no disadvantages feels also a little bit off
Shogun_Sorrow  [author] Sep 15 @ 9:17pm 
At first, I saw it as an issue they did this behavior, then I decided to double down on it since they were basically peacefully selling GCW schematics exclusive to the other faction so I wanted to opt for a chance of betrayal that and the only real way to "opt" out of this is well- break off ties by killing them and stealing all their crap. You can expect the same from them. They are thieves. Don't trust thieves.
Shogun_Sorrow  [author] Sep 15 @ 9:15pm 
@Pico Disagree with it being ill-suited for the Empire's methods. These are the same people who commit mundicide, genocide, and clearly dealt with both the Hutt Cartel and Black Sun until it was no longer mutually beneficial for the latter. Don't get involved with smugglers if you can't handle betrayal and the far-reach of the criminal underworld. Their range and city limitations come intentionally from core faction cities. It will always be a coinflip if they are good or bad smugglers that can come from anyplace, anywhere. Either remain totally neutral and not suffer as much penalty, or be prepared to fight them.

This mod is half QOL/lore appropriation, half demonstrating that you can't just take the word of a thief for ten thousand credits to be confidential with your base location or getting brutally hunted across the galaxy for being a Jedi regardless of what kind due to living in an Era where they are intended to be marked for a purge.
Pico Sep 15 @ 9:44am 
@Tingly
In Kenshi, visits/raids from factions are based on whether your base is within a certain radius of any of their outposts, even the smallest camps (including the randomly-spawning ones).
But on top of that, some raids have practically infinite range, including these smuggling visits.

That being said, I do think their implementation is dubious. These smuggler visits are designed as merchants who will trade with you, and are triggered by being allies of the Thieves Guild. I don't think it's a good idea to let them spawn as part of an enemy faction, as it seems ill-suited for the Empire's methods and can be unusually brutal for an unsuspecting player.
Being near a neutral or allied city also doesn't change much, as an enemy faction can still send their hostile smugglers to you anywhere on the map.
Tingly Sep 15 @ 9:30am 
Huh weird, I made the base in the swamps. A rebel patrol was in that area before I started building there. Maybe I was right on the margins of being closer to Imperials, I dunno.