Kenshi
Kenshi: Dust Devils
Cox Maddox  [developer] May 9, 2019 @ 5:47am
Maddox Mods: Design Journal
A sounding board for new ideas. I'm keeping bits of my design journal here to give you all a peek under the hood. If anyone has input feel free to chime in. There will be spoilers if you care about that stuff.
Last edited by Cox Maddox; May 23, 2019 @ 5:46pm
< >
Showing 1-5 of 5 comments
Cox Maddox  [developer] May 9, 2019 @ 5:50am 
Currently thinking about making a mod for my Medicant Monks start. A group of holy cyber peddlers and healers endorsed by Phoenix. They'd be the only holy faction that would speak to augmented individuals. May be pushing the limits of lore though.
Cox Maddox  [developer] May 20, 2019 @ 4:50am 
I've also been kicking around an idea for a group of deadland scrappers. Make it little groups of starving raiders that pick around the deadlands in rain gear and attack on sight. Not sure if I'll do it, but it's in the old notebook.
Cox Maddox  [developer] May 20, 2019 @ 4:57am 
Chad and Metalheads are done. I'm still looking for bugs and tweaking balance, but aside from that I can't think of anything else to add to them as far as new stuff goes. May still make a few little (I've just cursed myself by saying little) add-ons for world states and some dialogue for Metalheads, but that won't affect the Bast Edition until they're done and ready to merge in.

Currently most of the Metalhead units only spawn once and once they are dead they're dead -- they also occasionally get enslaved by their "allies," and I'm looking at that too. The easy fixes to the infighting are to change the slavers to Metalheads or buff the Metalheads to handily beat the Slavers (or give up and kick the slavers out of town), but I'm not sure if either of these is the right answer. I'm currently thinking world states only for the expansion of the gang (For Simion and Endinn are two places I'm looking at -- Maybe Drinn in a campaign against the UC, but that's gonna take some time), but if I make one for that I'll also make one for their destruction and likely change the way they spawn (and regenerate) once I do.

Ripper Jack and the other two (three?) bosses can occasionally be hard to pin down due to the general chaos of the regions they operate in. For now I like the effect and will leave it, but let me know if it's too frustrating and I'll tie the big guy at least to a building.
Last edited by Cox Maddox; May 20, 2019 @ 6:43am
Cox Maddox  [developer] May 20, 2019 @ 5:29am 
I'm looking for open areas with not a lot going on to drop a few other (non robotic) ideas I have floating around. I've got a few ideas in the center of the map, but don't want to cause congestion, or start releasing foreign things into biomes without knowing how they'll react.

I've noticed a lot of mods add stuff (units and monsters) that then become alpha predators in their new environment, or worse, start impacting the rest of the game with oddball units that feel out of place making you lose immersion. Metalheads does that too with the monsters to an extent -- it's why they are so easy to kill (designed to die really) and aren't allowed to leave town (they do anyway -- stupid slavers). I've now taken it as a design challenge to try to limit these impacts as much as possible, or just make them realizing that they are the new alpha and take steps to make them feel like they should be.

I get that it's how the sim side of this works, especially with slavers, cannibals and other kidnappers moving units around the map. I also believe that it is something that more content creators (myself included) need to keep in mind while designing their work. I did try applying this idea when making Metalheads by restricting fancy robotic limbs to named units, and keeping the rank and file in economy grade (with tiny chance of better stuff). I didn't want to flood the world in high-grade limbs, but still wanted to get more robotics out there and keep some variety in the baddies. Time will tell if it worked.

Anyhow, I'm looking for some good, out-of-the-way areas that need some love. If anyone reads this and has suggestions let me know.
Last edited by Cox Maddox; May 20, 2019 @ 10:33am
Cox Maddox  [developer] May 20, 2019 @ 6:00am 
Another little thing. Having the background I do (notably the work with military simulations) I'm naturally drawn to the AI side of the game. Setting up patrols, getting the units to follow mission protocols and designing base defenses are all strangely fulfilling. Poking around under the hood has lead to a few ideas that are outside of these things though.

After looking at Agnu's behavior I'm wondering if it would be possible now to make "dangerous" recruits with hardwired AI behaviors designed to steal (kleptos) or attack (psychos) or just generally be bad company and randomly get the player in trouble -- not everyone makes a good travel companion after all (especially in a world that shouldn't care about you). It's something I'm playing around with, and may make a mod with a few of them scattered about to make things more interesting if I can get it sorted.

Most of my little mods at the moment are really just experiments with the AI (and other parts of the FCS) at this point so I can get things right before moving on to something big again. I'll be posting them as they are completed (ish) and if they add something new to the game.
< >
Showing 1-5 of 5 comments
Per page: 1530 50