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kenshi defensive wall 4

-removed the stormhouse squad from the berserker village, -removed the shek kingdom faction from the sho battai hydroponics building (oops). (Azuchi Blue Armor = Azuchi Armor - Blue/Light/Dark/Red) ETC. Eventually some will agree to join your cause! It also gives them some very bug like sensible behaviors. From a realistic perspective, the developers were on point. Can be made invisible at lvl2 height selection for easier navigation of interior. https://docs.google.com/spreadsheets/d/15VcCHMakFQqZX5RYO064DraPuJJjXplN7xSJmJtEQYY/edit#gid=0. but only skilled weebs can hold it and live. Doing 0 damage with a katana, but then 100 damage with a saber does not make sense, the difference should not be that big. Random Fun Mods: If it doesnt break your game, why not?? -removed about 30 unused AI packages that were duplicates or unfinished. The default game has a few units of space that have no moves assigned to them. - changed books spawn to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera. 1. -added FOMOD installer. These is probably the only mods in the list I havent tried, but see it in the top 10 list alot. -moved todai dera. This also means they will no longer be buildable by the player. -adjusted the adventurers guild rally outside of locke in shem. This provides a much more natural blending of light sources. This will affect performance a bit, try it out if you dont have frame rate issues. Mods the community has embraced and spoken highly of, so worth mentioning. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. -Functionality name copper drill > Copper Mine, -Functionality name ore drill > Iron Mine, -Miu re-added to Mud town & Shark spawn list, -Shark Northern Fences Opened up/removed to help NPC's unstick themselves. Now can provide undertaker and healing without committing crime, -dust bandits now include scorchlanders in race selection, -Guild of surgeons now are allied with...well pretty much everyone but fogmen/cannibals and factions like them. This mod just lowers their armor penalty a bit. Very neat, maybe a little OP, but you have to work for it so not a terrible game breaker. Choose to be a thief, a bandit, a rebel, a warlord or a mercenary. Spoilers for 9 will be unmarked. they should all be pathable now. -adjusted the holy servant to now re-include the holy servant rags. -changed the descriptions of training furniture to properly display what levels they go to before building. -adjusted sho-battai main gate to help with AI pathing. ), IF YOU ARE USING THE WALLS NOW PLEASE REMOVE THEM IN FAVOR OF OTHER WALLS, OTHERWISE YOU WILL HAVE A BROKEN BASE WHEN WE REMOVE THE FILES FROM THE MOD, -added named "true" to most barman / random bar fly characters. Added custom faction armor and weapons to Hive, Screeching bandits, Cannibals, Flotsam. -Changed Production Multiplier on Campfire Cookpot to bring it in line with cooking stove, 95->5 (stove =2). But they are simply broken in Kenshi. I used that one at first, but then I realized the range was intentional because the tiny spiders were supposed to be able to leap at you, and increased range simulates that. Balanced and fun. - Improved grease goonz dialogue so they will give more time before attacking when seeing tech if you speak to them then drop tech items they won't attack you. Bought in adventure shops around the world, and I believe sold by animal traders too. -free traders now report to mercenary faction. -readjusted UC cities to have more recruit lists and merc guild recruits (as was the case in vanilla). Should stop them from dying all the time. Saves you from doing frequent imports. Reactive world sounded very game changing by the description. Now occupies less space. I think I need to complete a few play throughs before I start changing the game in big ways like this. -added desert divers mod for their armors (will be on fishmen in the future with unique weapons). - Fixed a typo in the character 'spiders' dialogue. -Guild of surgeons now report crimes to the mercenary faction. also stacks to x5. -fixed the hostility of the ancient distrubution center. Stronger Barkeepers - great mod, barkeeps in a world like kenshi should absolutely be able to hold their own, think about the shit they must have seen serving drinks in a wasteland covered in shek, bandits, spiders, and beak things! Take A Sneak Peak At The Movies Coming Out This Week (8/12) “Look for the helpers” – Celebrities helping out amid Texas storm -the hub now has some special resource nodes hidden away for the discerning user. (pretty sure im missing 1 or two towns that no longer have town markers, if i am let me know), -changed the spawnable towns for the freedom seekers start. If you have any comments or suggestions please let me know! -expanded and upgraded southern stone camp. > -fixed the settled nomads (SHEM) village. -mentioning killing previous taxman is now -1 rep. -implying you are exempt because tengu said so is -5 rep (you liar). -the hub has been tweaked, theres now a much clearer path around the city. -Skeleton MK1 Headless renamed to Skeleton headless MK1, -Bolt quiver and bolt quiver (black) stat changes - now stack up to 3. Attack Slots x2 Normally when outnumbered, the game only lets one person hit you at a time. -adjusted the recruit dialogue for certain animals. Light visuals have been changed. This change will not affect guards who use turrets or have specific building schedules. ), -agreeing to ally with shek for tribute is +1 rep, -----------------------------------------------. may need to change the shirt copied and use something else instead. > -added snugsnugs scrap storage mod. search those in the workshop, they basically do what they say on the box and are very helpful if you like trees but not rocks or rocks but not trees. Nice Map Draws zone lines and roads onto the map. They are high priced and come with good skills. Due to their more refined "engineer" style they are naturally good with blunt weapons. -adjusted various squad sizes for the guards in rebirth. animal bags should only be available through vendors now. -the town of Pen now holds resources that will be crucial for the howler hunters in their battle against the howlers. (providing unique armors again). Increased various raw materials. -removed the inner gate of sho battai. -fixed the friendly fire and perception training dummies, per @b0bisacat report. Now includes pitched buildings and scrappy tents along with a couple more squads. I installed this one right away and never looked back. -There are more workable mines in Rebirth. Hippity Hoppity Now You're my Property Adds alot of hilarious but setting appropriate dialogue. -Both above two points now means that if you attack the guild of surgeons for any reason....you'll find the world quickly turn on you. -increased the vendor item number for the "ancient lab" vendor. - Some rebalance in the blackshifter vault. -Reassigned missing followers to proper cities, -Gave Howler character attack neutrals AI, -Mongrel Thieves Guild AI changed so they remain indoors (Used to run out of the city to kill Fogmen), -Bazaar has been rebuilt and moved, all new squads assigned, -Swordan has been rebuilt and moved, all new squads assigned, -Reworked dialogue and spell checks for multiple followers and Sohei -pilgrims, -Added Lights to the top of Metal Wallhouses, -Deadcat Refuge renamed to The Refuge, level data edited (WIP), -Deadcat city currently being overhauled (WIP), -Swamp Villages Added (Squads Not Assigned). will now only spawn in shem. Also I have the Adventurers guild listed under NPC mods. The thought of the kenshi world dressed up with a greater variety of npc actions and interactions and dozens of random side missions and questlines strewn about would essentially round kenshi off in the one place where it seriously lacks IMO, and it could be done without modifying the world or the experience in any way - no main story, no forced campaign, just a selection of optional missions opened up through npc dialogues that give the player a sense of purpose and direction (which many have trouble with in their first hours with the game) that can help the player understand the harsh world they've been thrown into, introduce them to different (and dangerous) zones, and even help fill out the lore along the way. 2. -adjusted the slave get in cage and flipped the times. While head health may vary their limbs and body parts are all the same boasting a rather large pool of 350+ HP. They couldn't move when in the tower. Besides weather this gear provides 0 bonuses and has 0 coverage. to get to gale (the refugee center) you'll now have to get though the lure. - Moved Reaver camp that was near Grogery further east to help with load times. -Fishmen Island is currently under re-construction, the island is not ready yet. Just handy. -removed the hydroponics from holy nation. More turrets, Siege camps erected to better represent the city’s current state. Note: Compressed Textures Project crashes my game whenever I enter a hive village shop near Admag. There are a pile of different hiver mods out there. This mod simply widens the window of certain moves to eliminate this issue. > -Removed the bar in settled nomad village. > -updated the races for the scavenger faction to no longer include fogmen. (was 35%), mk1- engineering/turrets - arm HP from 80 > 70 / chest from 140 > 145, mk2- unplayable - all HP from 80 > 70/ Chest HP from 140 > 115, mk3- str/melee atk/turrets/engineering - all limb hp 80 > 90 / Chest HP 80 > 150 / stomach Hp 140 > 130, MK1 - good at engineering/robotics/smithing armor/smithing weapons/crafting crossbows - leg hp 80 > 90 / arm hp 80 > 70 / head hp 80 > 90, mk4 - good strength/farming/cooking/labor - leg hp from 80 > 65 / arm Hp from 80 > 75 / head Hp from 80 > 90 / stomach Hp from 80 > 70 / chest Hp from 140 > 100, mk4 - good at perception/athletics/turrets/katanas - limb & head Hp 80 > 70 / stomach hp 80 > 70 / chest hp 150 > 115, mk1 - good at sabres/hackers/melee attack/robotics, mk1 - good at def/str/heavy weapons/polearms - arm hp 80 > 70 / leg hp 80 > 90 / head hp 80 > 100 / stomach 140 > 130 / chest 140 > 150, MK1 - unplayable (new) - good at turrets/perception/crossbows/friendly fire, MK2 - unplayable (no change) - good at turrets/perception/crossbows/friendly fire, mk3 - unplayable (new) - good at turrets/perception/crossbows/friendly fire, mk4 - good at turrets/perception/crossbows/friendly fire - leg hp from 80 > 65 / arm Hp from 80 > 75 / head Hp from 80 > 90 / stomach Hp from 80 > 75 / chest Hp from 140 > 100, MK3 - good at martial arts/dodge/athletics/melee attack, ------------------------------------------------------------------------------------------, -added item furnace (copper) - same functionality as iron furnace....but copper. Weaponized existing assets and added to the range of available weapons to NPC and Player. -Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth. if they were in heft, the hydroponics is now UC), -Tweaked road depths in some areas. > **--IF YOU HAVE RUNT, GET RID OF HIM FROM YOUR SQUAD AND THEN IMPORT BEFORE UPDATING--**, > -removed the last remaining reaver camp. Makes no sense. This can train your dex up to 28 relatively quickly. Geras made his debut in Mortal Kombat 11 as a playable character while also serving as an enforcer and servant to the game's main antagonist Kronika in the game's Story Mode. -adjusted the pitched earth tent templates in the berserker village. -CMLabel has been added along with CM Glass which adds custom buildable glass partitions. This mod lets them eat food off the ground, or out of your food stores (and also animal feed troughs, as usual). Its still nice though. NPCs enjoy more shopping NPCs go out with a list of things they may want to buy. Apparently it makes things alot more interesting. > -starving bandits squad LEADER remains unchanged. - Bounty added to Piston and skull crusher. This mod makes it so when you play nice, you increase relations with that faction by 3. removed 3 purchasable buildings. Taxman/Tribute/Prayer Relations+ Become an outstanding member of the church. -adjusted the admag hq squad. Increased perception and better AI. Should now sit his lazy ass on the throne more making him easier to find, -crixus dialogue changed and spell checked (quick check), -sohei gakusha dialouge changed. Add more NPCs. You wont miss them, but you will probably benefit from the improved performance. -Drowned ruins has been given a total remake to give it more of a "sunken, broken" town.. Armor King says "Best armor in the world, No thieves allowed...for real this time". (race is NOT meant to be viable except as a tank skeleton unit. Compressed Textures Project If you only get one mod, this should be it. -adjusted the frag axe dagger's weight. STR 60 > 75 / walk speed 15 > 20, -rebel farmer relation changes. IMHO it makes more sense to have people lifting weights to get strong than to overload them with IRON in a backpack, then make them carry around your pets (or corpses) and run in circles. 1 History 2 Video Game appearances 2.1 Kamen Rider Battle: Ganbarizing 2.2 Kamen Rider City Wars 3 Personality 4 Forms 5 Equipment 5.1 Devices 5.2 Weapons 5.3 Vehicles 5.4 … -will slowly add them to squads that have problems with weather. Its a neato pick when you need a certain type of recruit! > -adjusted the infested village buildings and removed the market stalls. This should allow all squads to spawn properly. Go hunt the wildlife, loot the corpses, sell the booty. - Rebalanced some weapon grades in Swordan. This mod gives them all a basic weapon, like 15 points of skills and attributes. Its based on their power level, and the amounts are never game breaking. the town will no longer serve a purpose with the new write up and layout of the faction "tin men", -moved ironhaven to the opposite side of the priory of okran. It makes no sense that disarming someone turns them into a killing machine. They even self heal while bleeding less! This should make them "viable" to steal from. -ILA Skeletons: are good for hauling, lifting and building. -Outcast Banners added (A lot of new banners). mods really fill out the experience in awesome ways, it's amazing what modders have been able to accomplish already given the limited nature of the toolset. -Added endgame player home after defeating the Insane Warlord, -4 new locations (Mechamoor, Grease Factory, Cage, The Bonepile), -2 New resources added (Raw Bone Marrow, Bone Oil), -2 New Factions (The Marrows, Grease Goonz), -2 Unique Weapons used by faction leaders. it's a broken down village serving as home for a future minor quest explaining the lore of the berserkers, -removed iron fort. Its fun, not annoying, I promise. - Crimson soldiers now use low-quality tamahagane, while only the elites have the normal one. Now uses the "armor" mesh instead. > -adjusted the starving bandit squads to favor mostly blunt weapons. so many lost adventurers....so sad. 1 About Geras 2 Appearance 3 Combat Characteristics 3.1 Powers and Abilities 3.2 Signature Moves 3.3 Fatal Blow 3.4 Other Moves … rare skeletons are weighted at a much lower rating between 3 - 30. they will now patrol the town instead of acting like a cage warden. New comments cannot be posted and votes cannot be cast. -removed surgeons guards from all squads and references. they are now much more spread out. Escort Missions These two mods give you quests to guard travellers or help guard the gates. (will add more to shek areas in future update). Just lowers the average NPC martial arts skill across the board. Skeleton faction will no longer be hostile but the skeletons that are meant to be will be. NPC Mods: Recruit more people. My fervent hope is that modders will move away from item and object based content and start focusing on function and world condition content, as well as QUESTS (like, real proper questlines with dialogue and triggers). Less Clutter mod - there are also mods specifically for Fewer Rocks and Less Foliage. This should help players be more mobile in rebirth once again. Brains, Limbs, Raw meat? Essential Gameplay Mods: These things fix basic gameplay issues that most agree are a problem. - Changed shield device mk1 -4 bonus cut and blunt def removed, now calculated only on coverage and material type. Hunting cannibals is a great past time. I am not a fan of this. -adjusted the flats lagoon building weights and types. NPC Skeleton Hires More skeletons in bars to randomly hire. -some slave camps now have scrap resources in them. Late game it makes it easier for you, because you will often have numbers advantages against your enemies. ESE comes with a built in scenario where you start as a barkeeper with some cash, a bit of stuff, and hydro tech, so you can start a bar right away and begin selling grog, so it's useful to download the mod just to use that scenario to test whether or not any other buy/sell economy mods you have are actually working. I currently have all of these mods active and only crash about once every 10 or so hours. -scavengers are much more likely to spawn in most regions. Rengo is now a housemate thus ensuring both spawns have priority to the building without replacing one or the other. the world is now allied with them. -Cannibal squads and nest do not spawn in the Hidden Forest unless the border guard captains of Frugal and Bibble Post are both NOT okay. Geras is a character in the Mortal Kombat fighting game series. We've updated almost every old city to have a new layout or have added to them to give them more definition in their own right. Was made aware of incomplete Fomod Path and unclean mod edits left over from splitting animations. Reactive World This mod changes the way factions interact with each other. They are still weighted very slightly to have cut weapons. Fomod Updated. - Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it. This provides water for an early start. -adjusted the fish isle fishman camps. - Added a takeover for the Jottun camp if you kill Mountain. -Cleaned up and added world state tie ins for crimson rogues dialogue. > -removed two cut weapon types from starving bandits squad. was misspelled. -Overhauled Flotsam Scout Post to proper outposts. I have noticed alot of people like it though. NEMS figured out how to get NPCs to buy weapons and armor, which was big, and then shared that info with ESE dev, so they both do more or less the same thing, it's just that ESE is more specific about it (holy nations townspeople for example, won't buy weapons from your shop but caravan guards will). This should allow players to kite easier and work there way through the hoards. (remains unchanged otherwise). / starting money from 13 > 250, -Son of a captain - starting money 0 > 250, -Cannibal Hunter - Starting money 0 > 1000 / squad changes - Adventurer starts with STANDARD (Blue) gear - Adventurer (with skill) starts with STANDARD (Blue) gear with 50% chance of it being higher level (Green) / Both Now start with Catun level weapons, -The Holy sword - Starting money 100 > 500 / Changed Sword chance, was setup wrong in FCS. all RLBS skeletons should now use the proper animations and be prevented from freezing (they had no packages applied at all). -string is now an outpost and much smaller. Defensive Gates 10x HP The gates break so fast in this game its almost pointless to close them. -Added new Solid fuel assets to "simple dwellings" core research. Maybe save this for late game when balance doesnt matter as much. (ensuring players can buy the new walls/buildings). -adjusted the UC tengus palace HQ squad. This Camp should actually rival rebirth. Foodcubes Makes food cubes into a cube, 2x2 instead of 2x3. With hard work and dedication extract some raw material and sell locally. Storage Amount Doubled Just what it says. -removed compression backpack from all vendors except scraphouse and fish isle, -fish isle armor will now sell compression bag and sphere masks. -Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status. -Added a new backpack workbench (You can now craft all backpacks), -Renamed Deadhive locations to Deathyards. -added all skeleton races to skeleton recruitment dialogue. Guards for the Hub Puts some Shinobi guards at the Hub gates. Cannibals Expanded + Hives Expanded gel really well with Reactive World too IMO. -Changed names of drills and functionality to better define what they are and do. Log in to view your list of favourite games. Just things to consider. They all upgraded into turret training dummies and not there respective training dummies. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If that doesn't bother you go ahead though, The funniest part is, if you put chainmail (both white and black) on a skele it covers his whole body in it's texture. Should help negate the AI issues happening in sho battai. They almost never buy big items. Dont use this if you are doing a solo play through, but it realistically lets large numbers count for more. Once I have 20 robots, I just hate having to manage keeping their HP full. There love for fish now extends to all types of fish. This should make them MUCH more viable when playing as a trader. -fortress of dawn was removed. This should make players weigh their fights very slightly towards targeting the leader early game to ensure they are taken out of the fight early. Still being updated regularly. (there are other options you lazy nerds). -More shacks in rebirth that contain more cages. If you want to have the hordes of hungry bandits really be dangerous to your group early game, punish yourself with x5. this should open up new avenues and places to build. Reduced Weather Effects Half the density of weather effects. Double checked in game to ensure it works. Fills the "medic" role). -added coexistence to shinobi thieves , now exist with - traders guild / UC / western Hive / mercs. They will now properly be upgraded into their own mk1 and mk2 versions. -Page will now be controlled by howler hunters but still retain it's free trader residents and leader with the intention that the leader will eventually move to gageton. The intention here is that Lord Eugene is funding the howler hunters and wants to retake gageton for his own personal gain. However they sacrifice A LOT of protection that normal skeletons have in order to dance around battlefields medic-ing, repairing and running supplies. Dialogue should now trigger properly and only once per contract. Neat. This mod gives them more HP. (i.e. Edited town settings so that the random camps only appear in shem and okrans valley. You still have to discover all locations, just makes the map a little more useful. - changed azuchi temple, and azuchi houseA textures to fit new theme. A dog eats 2x a human normally, this changes them back to human levels. - Not a very nice Taxman added to the bazaar. Just the worst. they attack your gate and your turret gunner shoots them in the head) **AS STATED** this addition may need much more tweaking to work with genesis but it "appears" to work fine. Yet... maybe I will do an asshole slaver playthrough in the future. Removed various raw materials. Copyright © 2021 Robin Scott. Its not game breaking, and it really makes sense... if you play nice for a long time, they start to like and respect you. ; For Reptile, Goro, and Shang Tsung, check the Mortal Kombat 1 Part 2 … This town will feature a rather difficult Mission before you can enter. > -removed the duplicated cannibal head item, should now only appear once on characters. Cannibals Expanded Because who wouldn't want to fight a Meatlord? -Enhanced building layout for Rebirth that utilizes more of the quarry. -trade economies will be updated in time to make owning this item illegal everywhere. Animal Traders - I like this mod, I really do, but it's not very lore or immersion friendly for a number of reasons, not the least of which being the hilarious pathing behaviour of the nomad traders. encumbrance effect was set wrong. Hiver Armor I don't use this one, mainly because the hiver armor restrictions mostly make sense. Should prevent the player running out of power should the build within the town. Let's Talk Kenshi dialogue is alot of fun, but most dialogue will only happen once. As far as your list goes, just a couple of comments. This is a huge number, and many probably think this is an op mod. she was unattached and removed from the mod. Rollback to V2 for now. -added new wildlife + races to the armored canine backpack. For stealth training to work you need non-ally npcs present, so this works great when combined with mods that add npcs to your outpost (see below). (May need much heavier testing, was only able to test and ensure "compatibility" for about an hour). -adjusted squad slaves 3-7, changed slave 3 to have a higher chance for all skeleton types.

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