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Kenshi Kaizo
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5 okt, 2019 @ 2:47
28 feb, 2020 @ 16:39
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Kenshi Kaizo

I 1 samling av セス (Ѕϵ✝︎ћ)
Kino Kenshi mods
64 artiklar
Beskrivning
Kaizo (改造, remodel/reorganize) is an overhaul mod designed to make the game more dynamic and add variation to repeat playthroughs. The mod adds a large amount of content while attempting to remain lore-friendly in all aspects.

Import is required for old saves.

List of Town Overrides: https://pastebin.com/raw/CsyuEB27

AI AND DIALOGUE:
- Dozens of new interactive dialogue lines
(e.g. Proactively give money to starvers, engage in diplomacy or start fights with bandits)
- Many tweaks to NPC AI packages for more lifelike behavior:
-- NPCs won't try to heal when squad mates are under attack
-- Bandits can kidnap people who get KOd in their towns instead of ignoring them
-- Gate guards rescue downed allies instead of ignoring them
-- Cannibal Hunters attack passing cannibals instead of ignoring them

- Dialogue tweaks made for bug fixes and more lifelike behavior:
-- NPCs won't yell about intruders who are already imprisoned
-- Hungry Bandits more often demand food before attacking
-- Inquisitors won't let you just walk away from them carrying Emperor Tengu
-- Bandits are generally less likely to attack when outnumbered or injured
-- More NPCs will actually react to failed assassination attempts
-- Shek bandits remember you from the last time they picked a fight
-- Certain skeletons are more careful about saying certain things
-- More lines of dialogue that reflect speaker's personality

- More recruitment scenarios for solitary, non-hostile NPCs in a bad situation
(e.g. solitary starvers or escaped slaves)
- NPCs (particularly bandits) loot unconscious foes with greater frequency
- Homeless/starving characters may eat food from the ground or steal food from sleepers
This can count as a crime and will provoke a response if they're caught
- Some tweaks to prevent suicidal behavior / avoid very undesirable situations
(e.g. Burn will now stay inside before meeting the player)
- Additive word swap edits and new tokens for more variation in dialogue
- Non-destructive edits to vanilla dialogue providing minor typo and bug fixes
- Removed DC_IS_PLAYER check from some dialogue lines, allowing more NPC interactions

CAMPS, RESIDENTS, AND HOMELESS SPAWNS:
- Spawn lists are more diverse,
- Spawn rates tweaked for many zones.
- Zones are less "leveled" and stronger enemies occasionally spawn in weaker areas
(e.g. Band of Bones and Kral's Chosen squads may appear in the Border Zone)
- New kinds of camps for various factions, some depend on world states to spawn
- Homeless bandits less frequent, bandit activity more tied to camps
- Major factions spawn War Camps when leaders start to fall
(only HN and Flotsam are implemented as yet)
- More roaming squads that stop and hang out in bars
- More resident squads set to regenerate (kill off a town to stop squads from regenerating)
- More buildings are for sale, where it would seem to make sense
(e.g. ruins in non-military towns)
- Other buildings can be purchased once certain world state conditions are met
(e.g. Burn's Tower if Burn is killed)
- Item vendor lists added to some town resident squads to make the world seem more lived in
(e.g. squatters keep collections of scavenged stuff)

CHARACTERS:
- Many new generic NPCs bring the world to life
- More characters have randomly-generated names
Non-leader bandits, guards and other "faceless" types still tend not to have names.
- More thematic pacifiers and new ones for some factions lacking them:
Tech Hunters, Machinists: Shark
Mercenary Guild, Reavers: Black Scratch
Skeletons, Cannibal Hunters, Deadcat: World's End
Swampers, Blackshifters, Grayflayers, Stone Rats: Flats Lagoon
Twinblades, Nomads, Manhunters: Mourn
- Small (<1%) chance for military characters outside the HN to spawn with skeletal limb(s)
- Some characters have more random skill distributions

REBALANCES:
- Overall difficulty increased
- Adjusted faction importance for assorted NPCs for more sensible reactions.
(e.g. Hungry Bandits have less importance, certain Swamper Gang Leaders have more).
- Holy Nation armies more competitive, with slightly better gear and new weapon grade
- Generic recruits slightly more common, and some squads regenerate.
- Ordinary Lanterns more commonly found in trade shops
- No-go zones are less restrictive
(e.g. Band of Bones will enter the Border Zone)
- More weapon variation for NPCs (less so for soldiers who should use issued equipment)
- Greater clothing/armor variation for NPCs that don't wear a uniform
(e.g. Hungry Bandits and Slave Hunters don't all have identical outfits).
- More protective gear for bandits operating in harsh environments
(e.g. breathing masks for Cloud Ninjas)
- Greater range of squad sizes while preserving average number of characters per squad
(extremely large spawns are not changed due to performance concerns)
- Mercenaries offer longer contracts, up to 1 week for bodyguards and 30 days for outpost duty
(Guard job dialogue now explicitly states *nearest* outpost)
- Hiring mercenaries for very long contracts will slightly increase relations with them
- Main factions conduct stronger late-stage campaigns
- Ranged units added to most major faction armies
- Rescaled equipment quality (important/skilled characters less likely to have shoddy gear)

WORLD STATES:
- Dozens of new world states, complete list is found below
- Changed some existing world states to disregard player involvement
(e.g. Shark overrides)
- Some settlements more resistant to world state changes with new local leaders
(e.g. Rebirth, Okran's Fist)

ZONE-SPECIFIC CHANGES:
Arm of Okran: Added homeless spawns; Tech hunters, escapees and slave hunters, some starvers, possibly flotsam / holy nation patrols (depends on world state)
Rebirth: 0.1x rate Homeless spawns added: Goats, rare chance of broken skeleton
Heng, Great Desert: Reduced number of homeless Skimmer squads

FACTION-SPECIFIC CHANGES:
Many of these, see link for detailed list: https://pastebin.com/raw/i5ZtHtAx

COMPATIBILITY NOTES:
Kaizo is a large mod and should be placed low in the load order to avoid conflicts. See the Compatibility Discussion for more detail.
There may be some unexpected behavior if combined with other mods that make sweeping changes to AI packages and world states.
If there's a mod you want to get working with Kaizo, then please comment about it. A patch might be feasible.

THANKS AND CREDITS
Thanks to Boron, Nanogiraffe, oi__io, Shidan, I.C.E., Thoros and Cataphractoi for the following guides that helped get this project off the ground and released:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1444279946
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=804686889
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1287177013
https://psteamcommunity.yuanyoumao.com/app/233860/discussions/3/351660338683696515/
https://psteamcommunity.yuanyoumao.com/app/233860/discussions/3/365163686051518697
https://psteamcommunity.yuanyoumao.com/app/233860/discussions/3/1640912849396702757/

Further thanks to HaTsUnE_NeKo for constantly answering others' questions that I had to search, and to the Super Mario Kaizo community for inspiring this mod's name.

And thanks to Lo-Fi for creating and releasing a most excellent game.

SEE ALSO:

Reactive World by Shidan - I played this mod before and during Kaizo's development and was undoubtedly influenced by it. Strongly recommended, but compatibility will be difficult to do.

Please leave any feedback you have and report any bugs you may encounter.
Populära diskussioner Visa alla (4)
83
13 maj, 2023 @ 6:12
Compatibility Discussion
セス (Ѕϵ✝︎ћ)
53
17 nov @ 12:18
Bug Reporting
セス (Ѕϵ✝︎ћ)
1
25 jul @ 1:01
Перевод описания мода
Tirael
547 kommentarer
Moon-Shadow 6 dec @ 16:17 
Yes, it ok.

But the modder hasn't been around for a long time, and the mod no longer receives updates to fix bugs.

If you're using this mod as a basis, please add that information to the description. If someone searches for "Kenshi Kaizo", your mod will also appear in the results, as the search function can list mods that include the names of other mods.

Perhaps with a link to "Kenshi Kaizo", also with information that it unfortunately no longer receives updates because the modder is no longer there.
ent-2-ene 6 dec @ 14:15 
Can I make a mod using this one as a base?
Kodi Sky 16 nov @ 21:47 
@Flazz

This is a month late but if a raid starts from a town that changes world state to ruined or a diff faction, and you load that town by walking past it before the NPCs from the raid reach your town or get loaded via player proximity they will be in a limbo state for ever. This is more apparent with mods that change worldstates around a bit more. I had this happen to a UC raid in a playthrough once so I never saw the Eyegore raid in that playthrough for example. It is not paticularly a kaizo bug but a kenshi bug that Kaizo makes worse.
Moon-Shadow 16 nov @ 18:26 
So, someone should really make a newer mod from this mod, that incorporates all of this.

That way, the bugs can be fixed.

And the balance issues, which apparently weren't intended, can finally be resolved.
Moon-Shadow 16 nov @ 18:24 
I don't know how the swamp factions are in the original game, not how they are in this mod.

I haven't played the mod yet; it's been a while since I last played this Game, and I wasn't even there the last time.

I assume this is about the mod. I don't know if the mod is finished. Let's assume it isn't, then it was never finished because the modder is no longer here.

Since others have reported bugs, even just this one mod without any others.

So whatever was planned for the mod, it probably won't be coming.
Teralitha 16 nov @ 15:42 
How come the twinblades dont get the chance to take over more of the swamp like the other swamp actions?
zeMantras 16 okt @ 11:35 
still the best overall overhaul,specially for returning players, such a good job
Flazz 14 sep @ 17:20 
Is the "Holy Inquisition" raid bugged for everybody? I've moved my base, imported twice, and every time it counts all the way down before saying "expired" then it goes away.
Moon-Shadow 2 sep @ 11:20 
The mod still has a few balance issues. It doesn't work with some mods, and for some, errors only appear over time if someone has mods that are incompatible with this mod.

And everyone fixes the bugs in their own mod, so if players have problems with this mod and mods from other modders, the other modders will only fix problems in their own mod if there really are any, i.e. in general or if they also use this mod. / So if some Modder don't use this mod they won't make any updates for theirs either.

The mod hasn't received any updates for a while, but the game has had updates every now and then. / Dadurch dann die Mod auch Fehler haben.

Anyone is welcome to make a patch mod, the name of the mod should be included in full so that if someone is looking for mods that fit it they can find the patch mod.
Cattrina 2 sep @ 10:24 
In Kenshi 'getting more updates' is a bad thing. It means things can get broken. So a stable mod with seized development is very good thing.