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(Unlisted) Project Kathun: Reworked - New Imperial dialogue & fixes
   
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7 月 21 日 上午 8:44
10 月 11 日 下午 2:31
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(Unlisted) Project Kathun: Reworked - New Imperial dialogue & fixes

在 Pico 的 1 个合集中
Pico's Kathun Modlist
18 件物品
描述
I reached the text limit and can't write any more details. I'll do my best to continue the total list of changes in the discussions.

I have included a number of disclaimers and explanations in this description to help understand how some content in base Kathun was broken, but I don't have space to cover everything.

This addon is uploaded for Shogun_Sorrow to inspect and potentially integrate into Project Kathun: Reworked using the FCS merge feature. But as I see other players are subscribing to it, you can play it early if you would like.

Dialogue
Added new dialogue intended for Stormtrooper-type Imperial soldiers. It has been applied to all the troopers I could find, both an NPC version and a player-recruited version, to flesh out their dialogue, make it feel more fitting for the Star Wars setting, and let the units talk to eachother during combat more often.

The new NPC Imperial package is intended to fill the same role as "Npc MILITARY Aggro 2" and "Npc MILITARY Basic 1" in one.
Troop dialogue from the Empire and the Federation of Kathun are split up, so only the Empire has the new lines (they used to have the same "Empire" packages.

Added lines for Mongrel guards & Fog Division troops fighting the infected, so they don't sound like they want to arrest zombies.

Pre-existing dialogue where Imperial & Rebel troops try to begin a conversation with the player have been fixed to function more often, as I often saw them fail to start. These include random interrogations and the Fog Division warning.

Some other dialogues such as "Empire scout protects ally" were also touched up a little to change vanilla samurai mannerisms into something befitting the Empire.

Fixed a number of dialogues for alien races which were missing certain types, including the Imperial Loyalists League harassment. Many of these lines did not check for Rodians, Mon Calamari, and Southern Hivers. Some even had the wrong condition (such as checking for the character's own race instead of the target, or vice versa).
Some dialogue for aliens have had Thun-Ur removed, because including them would count ALL human subraces as aliens. This affected the Imperial recruiter.

Wordswaps & Names
Updated the wordswaps FLATSKIN, MERACE, RACENAME, RACENAMEHIVE, and RACISTNAME to work properly.
In the FCS, using the "my race" or "target race" condition will count the entire race group as being the same, and therefore they do not let us distinguish Zabrak, Twi'lek, and Chiss from eachother. Only MERACE is able to accurately do this with the "my subrace" condition, and we don't have equivalents of this for targets.

Updated RANDOMNAME to make the names of Zabrak, Twi'lek, and Chiss be properly exclusive. They now have a 75% chance to use a race-exclusive name instead of the default human list.

Gear fixes
I have increased the stealth multipliers of Shadow Stormtrooper Armour, Storm Commando Armour, SpecForce Captain's Armour, and Style III Clone Armour. Due to how Kenshi calculates armour stats, their previous values were not enough to bring them into positives, even at Masterwork grade (except for the Storm Commando & Clone III torso).
To avoid making them overpowered, their stealth bonus only reaches the positives at Masterwork quality (otherwise it would have gotten far too high).

The Shadow Stormtrooper & Clone III now has 1.6 stealth mult, and the Storm Commando now has 1.44 stealth mult. This gives them both the following in-game stealth effects:
  • Masterwork: 1.1x stealth
  • Specialist: 0.95x stealth
  • High: 0.75x stealth
  • Standard: 0.55x stealth
The SpecForce armour bonus is calculated differently. I have made the boots have a stealth mult of 3.78 (which still leads to 1.1x stealth at Masterwork), and given the others a stealth mult of 1.22, which gives them 1.1x stealth at any quality.
The stealth multipliers of the helmets from these sets were removed, as helmets don't penalize your stealth to begin with, and adding any more would be overkill.

The T-21 variants have minor changes to their stats, since they seemed unfinished. The sniper/heavy configuration now has the most range and slowest reload time, while the stockless light version has the fastest reload time and slightly less range than the base. The stockless versions now also have a width of 9 instead of 10 (still too large to hold in a normal inventory).

Unique boss blasters have been updated to more consistently have the same stats regardless of their quality level (as intended). This also includes the Holdout E-5.

I removed the racial damage bonuses from most (maybe all?) blasters because the bonus doesn't work on ranged weapons. It's unfortunate that the mechanic is broken, but it's best not to mislead players.

Scout Trooper armour now has the same stats as Swamp Trooper armour. The two versions of Novatrooper armour are equal to eachother as well.

The list of races that cannot wear certain armour has been fixed to include subraces which were left out in base Kathun, but there is a LARGE amount of armour which still needs fixing.

Research
I have changed the research unlocked in gamestarts to be automatically applied instead of coming in blueprint form, as I now know how to do this in a way that doesn't conflict with other content. You need to ensure the _Default Start OR _Low Start research is included, and that will do it.
The biggest advantage of this is you no longer have to pay again to research something you already unlocked, such as Blaster Crafting for Rogue Droids.
The Mandalorian Armour blueprint from the Last Stand has not been changed, for the info it provides and the intended use of limited unlocks.

Empty repetitions of research that existed in vanilla has been removed. They truly did nothing and were just an oversight, and some had been copied into Kathun research.
You can now research Advanced MK IV weapon grades, which were previously missing a research repetition.
Masterwork Weaponry now has repetitions which allow you to unlock up to Masterwork MK III, a feature that was intended in base Kathun, but was not implemented correctly.
The Additional Wall Designs blueprint now actually does anything at all, granting you access to Fence Walls and City Walls (like what desert cities have).

I have made separate blueprint items for the E-11, T-21, DH-17, SR Combat Pistol (SE-14C), and the Elite Carbine. Each one now unlocks all of its variants (only the ones you could already craft). So for example, the DH-17 blueprint will teach you how to make the pistol, carbine, black carbine, and short carbine all in one. Vendor lists are updated to use these combined blueprints (along with some blueprints that already existed), which reduces clutter and makes it easier to find the niche versions of the blasters (this is still compatible with any other vendors added in addons, it doesn't break any features).

More to be added in discussions
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0
8 月 2 日 上午 8:38
Changes, continued
Pico
4 条留言
Nathan the Dwarven Shark 8 月 17 日 上午 6:06 
Yeah, fair enough
Pico  [作者] 8 月 17 日 上午 6:00 
Currently, using the discussion page is passable for getting all the important info written down. This addon was just supposed to be here temporarily, after all.
Nathan the Dwarven Shark 8 月 17 日 上午 5:52 
Ye could make a google document and link it with all the changes? That can get around the steam limits
Pico  [作者] 7 月 26 日 下午 12:58 
I think I have actually run out of space for the description of this page. Oops.