Kenshi
(Unlisted) Project Kathun: Reworked - New Imperial dialogue & fixes
Pico  [开发者] 8 月 2 日 上午 8:38
Changes, continued
Research (continued)
Fixed mounted blaster upgrades not applying to the spotlight version (vanilla oversight).

I have removed the CDEF blaster blueprints from vendors, as you automatically unlock them upon researching blaster crafting.

Correct green & yellow blueprint icons are now used for armours & blasters respectively. Some of them are 2x2 blueprints, but this can be changed to 1x1 if preferred.

The Imperial Trenchcoat is now unlocked in the Imperial Officer Uniforms research because you couldn't craft it before.
Some blasters have been removed from faction Armour research. Players might not even have realized they were unlocked since store blueprints don't say so.

Some blueprint-only research has been changed to tech level 0 because the level has no effect on blueprint items (I only did this for a few of them).

Miscellaneous
Many small adjustments have been made, such as removing extra spaces in names, adding bandages to the Grayflayers at the Smugglers Bar, changing the City Gate health from 300 to 50 (it's the small desert city gate), making the Empire Peasants stop being hostile to the Federation of Kathun (a leftover from vanilla), and more.

Animal changes
  • Many animals no longer have RNG in their weapon manufacturer power. While it used to fluctuate from 15-25 whenever a save file was loaded, it now remains at 25 for the affected creatures. I did not do this for every animal type.
  • The amount of simultaneous enemies that can be hit by AT-ST and Droideka attacks have been reduced (from 99 to 4 and 2, respectively).
  • Droidekas now have reduced footprint radius, allowing them to smoothly enter buildings. This was always supposed to be possible, but the pathfinding meant it often broke.
  • Droidekas in ancient labs and the Black Sun HQ now use the housemate feature to prevent them from spawning with valuable items that were meant for containers.
  • Certain Droidekas no longer spawn with 100 dexterity (caused by having 100 stealth stats).
  • Downgraded the Advanced weapon quality that was given to specifically Reprogrammed Security Droidekas.

Portraits & Icons
A great number of item icons have been fixed. In order to see this, you must delete the icon file locally in Kenshi\data\icons for the game to re-render it. However, if a player has never rendered that item before, they will get the fixed icon the first time they see it (so incorporating this into Reworked will be a boon for newcomers).
This affects multiple blasters and a few melee weapons to help them fit into frame. It also affects Imperial trooper helmets, Clone Trooper helmets, various Rebel helmets, Mandalorian helmets, Chitin Helmets, Composite Helmets, and Ubese Shirt variants.

Race portraits for many animal-type units have also been updated, and need no further action as they will fix themselves when using this addon. These include the AT-ST, all types of Droidekas, all Rancors, all Binary Load Lifters, all R5 units, and the Gonk droid.

Additional text
A chunk of things such as Imperial armours, a lot of blasters, and some research nodes have been given new descriptions, helping to add flavour to the content and inform the player about useful details.
Some item names were also changed, such as the Novatrooper armours (Novatrooper I is now Elite, and Novatrooper II is now Medic), or the Stone Mines with drills (now called Stone Drills).

Some lingering references to vanilla Skeletons or other outdated lore were removed, particularly focusing on prosthetic limb descriptions.

The SR Combat Pistol was renamed to the SE-14C, its correct identity according to the filenames.

Changed some blueprint categories from "Exterior" to "Core", removing another empty unintended research category.

Changed the building categories of Prisoner Poles and Peeler Machines to "EXTERIOR", preventing them from opening mostly-empty build menu categories.

The "Honorable" personality preset from vanilla used to not function, so I fixed it.

I think that's all of note for now...

Other random suggestions
Things that were on my mind, not particularly important:
  • As more player dialogue packages get added, it would be interesting to see them interact with eachother. Biome dialogue with the "has package" condition would be great to make interactions between groups such as Imperials & Rebels, Jedi & Dark Jedi, Clones and Battle Droids, etc.
  • I had mentioned this before, but the Shadow Trooper armour would make for a good outfit for non-elite Novatroopers, if you want to diversify their groups. The texture appears to be the exact same, minus the gold/red markings. The Novatrooper armours could also be given the Shadow Trooper stat bonuses, if you want to make them a kind of "final upgrade" that requires the prior research.
    Also, Assault Trooper armour should totally have Stormtrooper armour as a prerequisite. It's just a straight upgrade.
  • It would be nice to see the Endor-style Rebel Helm & Rebel Medic Helmet be used by more rebel characters, especially as it would fit many of the environments better than the (also iconic) Rebel Trooper gear. Currently, VERY few characters even use these helmets, and most aren't even rebels.'
    In the same vein, updating the Imperial forces in the desert regions to use Sandtrooper shoulder pads/backpacks would probably look quite nice, but would take a bit of repetitive editing.
  • I learned the turret damage bonus given by walls is based on the building's "output rate" setting. You could potentially buff bunker towers & lookout towers by increasing it, if you want to affect turret balance (for reference, Defensive Wall IV has 20% bonus damage, and Wall III has 10% bonus damage.
最后由 Pico 编辑于; 10 月 11 日 下午 2:33