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Created by
SethUploaded by
stealthjackalVirus scan
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Activity logs
This page was last updated on 29 February 2020, 10:07AM
- Changelogs
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Version 27
- - Increased number of Shek patrols while player is allied to Shek Kingdom
- - Removed replacement spawn for Rebirth's High Overseer
- - Cleaned up town overrides for Okran's Shield
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Version 26
- - New town override for Ruined Holy Outpost: Mercenary Guild (if Esata and Phoenix are both beaten)
- - Fixed world state for Holy Outpost's Shek Kingdom town override (Phoenix death no longer required)
- - Adjusted resident squads for Holy Outpost's Shek Kingdom town override
- - Escaped Servant has 1/3 chance to be Scorchlander
- - Added missing assault phase trigger to 'generic ally announcement' dialogue
- -- Fixed Anti Slaver reinforcements retreating instantly after arriving at player town
- - Unlock 'Seto talk to' prior to interjection node in 'Shek esata hail player' dialogue
- -- Allow Seto to be recruited in cases where the interjection node fails to trigger
- - Edited vendor lists 'abandoned house junk (hi-tech zone)', 'bandit camp loot' (fewer junk items)
- - Added several vendors to 'Farmer Camp Suspicious' squad
- - Fixed recruited Chakkari constantly yelling after spotting a thief
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Version 25
- - New town override for Tiny Settlement (Dust Lords)
- - Edits to male body texture for Cannibal Bloodspiller (fixed bright shoulders, other light spots)
- - Fixed DUST_LORD_NAME wordswap for names that were missing components
- - Edits to 'Hounds arrive to protect player base 3' dialogue (for slave raids)
- - New squad 'dust bandit ninja tower' for Dust Bandits' Tower of Ninjas override
- -- Prevent Dust King from spawning outside Dust King Tower
- - Fixed misnamed word swap in 'Outlaw released by captor' (fixes blank spaces in lines displayed)
- - Prevent 'Deadcat thanks player' relations dialogue from triggering if speaker is allied to player
- - Assigned 'Robun talk to player' dialogue to Cannibal Hunter Robun rather than squad leader package
- -- Unique replacement spawn Cannibal Hunter Captain no longer uses Robun's "player talk to" dialogue
- - Removed wandering behavior from 'Mercenary guild' squad ('Go home everybody' package interfering)
- -- Fixed Mercenary bar squads getting stuck wandering between towns
- - Swapped 'Mercenary wanderers' and similar squads for 'Mercenary guild' in some new town overrides
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Version 24
- - Fixed slaves being reckless, going aimless after escape in Border Zone Slaver Camps
- - Expanded 'trade slaves' dialogue, added conditional line for slave trading outside of a slave shop
- - Fixed typo "settllement" and added line variation in 'Starver conversation' dialogue
- - Cooldown for 'Healing other (neutral)' dialogue (repetition limit DR_LONG_48)
- - Building name "Ancient Laboratory" added for Tech Hunter residents using Labs3 interior
- - New conditions for 'X give(s) up chase' dialogues (disallow for slaves following slavemasters)
- - Deadcat Ranger added as Gatherer Village resident to open the gate (fix for aimless Ranger patrol)
- - New squad 'farm village residential small' added as Holy Farm resident (fills empty Storm Houses)
- - Expanded word swaps SURNAME_COMMON (was 100 names, now 1024) and SURNAME_RARE (from 100 to 256)
- - New word swaps, edits to various added word swaps for better contextuality
- - Unused vanilla character 'Manhunter Boss' overhauled, renamed, added to 'manhunter boss' squad
- - Prevent Mercenary Guild town override for Manhunter Base while Manhunter Boss lives
- - Adjusted weapons layout for Mighty Canhead (compatibility for Shidan's More Meitous mod)
- - Shek books, new vendor list 'shek goods' added to Shek Trading Post
- - Revised AI packages for 'Slaver campers' squad, which now acts as wandering slave trader caravan
- - Non-urgent medic goal added for leader in 'throne room / king' AI package
- - Reduced frequency of White Eyebrow Clan camps and homeless spawns
- - Renamed Inquisitor Zonaras (formerly Cyrus), raised priority for resident squad
- - Increased armour grade for Paladin Guardian (was GEAR_CHEAP, now GEAR_GOOD)
- - Rebalanced combat stats for most Swamp Gang bosses (Big Grim unchanged)
- - Random names set for NPCs 'Mongrel crazy' and 'Mongrel Bar Patron'
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Version 23
- - Various changes to Rebirth squad compositions, AI packages
- -- Fixed Rebirth slaves sitting in cages for long periods
- - Fixed errors in 'rebirth slave talk to' dialogue which would abruptly end some conversations
- - Removed broken skeleton from Rebirth homeless spawn list (they were getting enslaved)
- - Rebirth Hospital shopkeeper no longer trades with slaves ('doctor shop' dialogue)
- - Vendor list 'holy farm food' added to Holy Nation hospital squads, set vendors fill total amount
- - Rebirth hospital now uses Residential layout (no more research bench)
- -- Prevent Slaves in Rebirth from training science at a research bench
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Version 22
- - New character 'Sword for Hire Shek Outcast' added to new squad 'Shek Outcast Recruit'
- -- Edited, expanded unused vanilla dialogue 'Shek recruitable old', used for new recruit
- -- Added 'Shek Outcast Recruit' as potential bar squad for The Hub, Waystation
- - New dialogues added to 'Npc Shek Warrior - Base 1': 'Shek get up enslaved', 'Shek resist captivity', 'Shek warrior sees enslaver'
- - Shek warriors who are held captive or enslaved have high chance to resist, attempt escape
- - New lines for Shek slaves with PT_BRAVE who are being saved ('Shek slaves esc opp saviour')
- - New dialogue package 'holy nation rebel', equipment layouts added to 'holy rebel base' squad
- - New AI package 'hang out in a bar - no squad shopping' used for 'holy rebel base' squad
- - Wandering behavior added to 'holy rebel base' squad, increased amount of food in shopping list
- - Rebel Base bar squad shopping restricted to leader (NPCs stand in place if there's only one shop)
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Version 21
- - New overrides for The Old Prison: Southern Hive, United Cities (for sale), Abandoned (for sale)
- - Droneguards added as housemate to 'south hive workers (w/ guards)' squad
- - Adjusted item weights in 'bandit camp loot' vendor list
- - Lowered priority of derelict buildings in default Manhunter Base override
- - Deadhive races made immune to acid weather, like other Hivers
- - Resized squads and nest resident populations for Fogmen
- - Added more types of fugitives and refugees to homeless spawns for Fog Islands (still rare)
- - Fogmen given defined stats (Fog Heavy is stronger, Fog Prince has a bit more dexterity)
- - War Campaigns added for Blackshifters, Twinblades, Fogmen ('Fog bigger raid (trigger)')
- -- Twinblades and Blackshifters now assault hostile player outposts if conditions are met
- - New dialogue for Hounds defending against Twinblades (Blackshifters do not assault Hound allies)
- - Non-unique Inquisitor likely to wear chainmail, bounty normalized
- - Non-unique Nobles and named Samurai have a small chance (<6%) to spawn with Holy Nation bounty
- - Player lines added to 'Big grim talk to diplomat' (Grim's vanilla text is not altered)
- - Expanded 'Empire escaped slave', 'Escaped holy nation slave attack', 'Vault guard' dialogues
- -- Escaped Slaves more likely to accept players offering assistance, less prone to attack
- -- Slaves with PT_SMART will try playing it cool instead of announcing that they are slaves
- -- Prevent Escaped Servants from accusing skeletons of working for the Holy Nation
- -- Such accusers will likely stop themselves if they see characters wearing skeletal limbs
- - Escaped Servants that reach Mongrel alive now stay there (new 'Outlaw reaches Mongrel' dialogue)
- - Some non-hostile Escaped Servants can be escorted to safe towns for relations gain upon arrival
- - Deadcat Rangers react properly to Cannibal assaults (instead of saying lines like "break it up")
- - Western Hive Village soldiers who can't find beds are no longer aimless at night
- - Southern Hive resident squads won't drop into Shopping behavior
- - Fixed goal priorities for a number of AI packages
- - Fixed missing line in SPOTTED_SAW word swap
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Version 20
- - Slaver camp guards made stronger (base combat stats: 25 => 32)
- - New 'slaver barracks' vendor list added to 'slaver heavy guards' squad
- - New randomly-named 'Mute Slave' character added as replacement spawn for Ray
- -- Works around paying for an empty slave menu from Ray's enslaver after importing
- - Clownsteaders override added for Slave Markets
- - Rescue, put in bed goals added to 'Guard town shifts -base' AI package
- - Fixed condition test in 'Skeleton for hire' dialogue
- - New vendor list 'shek barracks' added to Shek Town Guard, Shek Watchtower
- - New dialogue for Shek guards dealing with prisoners ('Npc Shek Warrior Law 2' dialogue package)
- -- Lets Shek law enforcers arrest prison escapees without relying on bounty or crime check
- - Raised number of animals in Shek Drover squad
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Version 19
- - Restored Deadcat faction building replacements, excluding pillows and shacks
- - Added lines for cannibals to "police chief bounty" dialogue, adjusted conditions
- - 'Robun talk to player' dialogue edited, choices added
- - Reverted unarmed stats changes to most Samurai characters (affected dexterity too much)
- - 'Tavern Sign' exterior added for Storm House, assigned to 'Deadcat tavern' squad
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Version 18
- - Fixed Cannibal leader dialogue cooldown time
- - Temporarily removed Deadcat building replacements to avoid loading crash
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Version 17
- - Revert changes to 'addon- wandering slaver base' AI package while carrying issue is tested
- - Word swaps used solely for character names marked for persistent use
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Version 16
- - New banner added for Clownsteaders faction
- - HN_NAME word swaps added for composite random name generation
- - Thematic word swapped names added for non-unique Inquisitors, High Overseers, High Paladins
- - Stop UC peasant vagrants AI from looting in town outside civil war overrides
- - Fixed local faction, world state triggers for Black Dog HQ overrides
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Version 15
- - Improved bandit name word swaps, fixed obsolete references in Dust Lord names
- - Reduced frequency of junk items in 'bandit good loot' vendor list
- - New vendor lists for Red Sabre gear, bar squads added to 'red sabre HQ' squad
- - Swamper Casino Dealer can be traded with, various conditions added to dialogue
- - Fixed gear artifacts base/max value for Black Dog HQ Reaver override
- - Adjusted homeless spawn list for The Hook
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Version 14
- - Added faction data for Catun
- - New overrides for Catun (take priority over vanilla gurgler override): Southern Hive, Catun (independent)
- - Custom stats for Catun Scrapmaster (now has actual weapon smithing skill)
- - Catun Scrapmaster shopkeeper is now unique (already had unique model and dialogue)
- - Added generic Catun Scrapmaster, Apprentices
- - Catun Scrapmaster dialogue edits, new lines and conditions
- -- Unarmed check to stop comments about character's sword to unarmed characters
- -- Added player lines for backtalk options
- - Expanded shopping list, increased wages, word swapped names for various characters
- - Large word swaps added for thematic random name generation, used for several characters
- - 'Defeated someone' dialogue: new lines for Honorable characters
- - Cleaned up overrides, world state logic for Ruined Holy Outpost
- - Prevent Reaver Camp squads from immediately despawning after Valamon dies
- - Adjusted chances of Empire Mercenary spawning with skeletal limbs
- - Custom stats for Empire Noble and Noble Hunter
- - Added item vendor list for noble procession squad
- - Reduced spawn rate of new fishman squads in the Hook
- - More Southern Hive squads appear in Bonefields if Lord Shiro is killed
- - Expanded and rebalanced 'house contents' vendor lists (more meat, fewer water jugs)
- - Vendor fill total amount added for some residential squads that were missing it
- - Flotsam Smith (unimplemented vanilla character) added to 'flotsam military armoury' squad
- Version 13
- - Edited homeless spawn lists for The Hook, Bonefields, Flats Lagoon
- - New squad 'Empire army supply caravan' added to homeless spawn lists for Bast, Great Desert, Heng
- - Added Clownsteaders faction, squads and characters
- -- Takes over Clownsteady from vanilla Empire Peasants override if Tengu dies (condition subject to change)
- -- Will eventually take over other areas in the Hook (unfinished, leader character needed)
- - Added Black Dog Bandits (appear if Black Dog Boss is killed)
- - Added food and gear to item vendor lists for Black Dog HQ, Thieves Guild
- - Adjusted item spawn rates for Trade Ninja Caravan vendor
- - Overhauled police bots, Plastic Surgeon
- - DOCTOR_NAME word swap added, used for various characters
- -- Used in some instances as placeholder for future name lists
- - Mourn bar and squatters set to regenerate
- - Fixed missing building assignment in Dust Lord override for Ruined Holy Outpost
- - Revised, added dialogue for Chakkari, Dust Bandit, Dust Reaper, 'Player CIVILIAN' packages
- -- Some Dust Reaper captives may be recruited as player prisoner (Most will just want to leave)
- -- Most Dust Reapers no longer placated by money
- -- Expanded options, fixed personality conditionals in 'Bandit hold up' dialogue
- - Added night shift to 'empire police station' AI package
- - 'police chief bounty' dialogue edits
- -- added some faction checks and removed others for player giving prisoner to UC style police
- -- Makes dialogue more usable for factions outside United Cities
- -- Fixed misplaced shortcuts in gurgler-related lines
- - Added more checks for slavery status in police dialogue
- -- Prevents police from attacking slaves who follow their master out of prison
- - Conditions added for 'Slaver witness assault' dialogue
- -- Increased cooldown of Slaver guards yelling about bandits committing assault
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Version 11
- - Players can ask Hound allies in Hideouts for Bodyguard contract (24 hours)
- - Players can ask Hound allies in Hideouts for outpost defense if base is close enough (72 hours)
- - Fixed missing Assault phase trigger in Hounds Slave Raid defense
- - Adjusted Dust Raider raid behavior (set food looting to non-urgent)
- - Replaced Dust Bandit spliter faction dialogue packages to unblock campaign announcements
- - Fixed Dust Bandits appearing in splinter faction squads
- - Fixed missing goodbye option in mercenary shop dialogue
- - Adjusted Dust Prince weapon chances, no longer spawns unarmed
- - Changed Dust Lord faction uniform color
- - Fixed missing White Eyebrow Tower overrides
- Version 10
- - Removed Deadcat faction building replacement for stools
- --(prevents building replacement crash with Forgotten Buildings mod)
- - Hounds and Anti-Slavers reinforce player allies during Slave Raid
- - Anti-Slavers reinforce player allies during Blooded Raid
- - Slave Raid campaigns employ far fewer crossbows
- - Added War Campaign for Gnawed Bone Tribe led by Marrow Lord
- --(workaround for mods that remove the default squad for that town)
- - Fixed Marrow Lord's location faction (is Gnawed Bone Tribe, was Painted Tribe)
- - NPC data added: Alamang, Kujang, Salukat, Nagamaki, Kamayari, Fauchard, Sarissa
- -- Leaders of three future Reaver splinter factions (work in progress)
- Version 9
- - Holy Nation Outlaws added to Black Dragon Ninjas coexistence
- - Kral's Chosen set to -90 relations with Holy Nation
- - Added new dialogue for Rebirth Slaves
- -- Players enslaved at Rebirth can attempt recruiting other slaves
- - Fewer extra slaves at Rebirth to prevent long lock-up periods
- Version 8
- - Increased weight for "police free prisoners" goal (law enforcement AI)
- - Blackshifters have wages, basic shopping lists
- - Preacher cult dialogue can affect all character types
- - Overrides added for Black Dog HQ, Old Control Tower
- - Shek herded bulls have horns
- - Expanded shopping hours for bar wanderers
- - Added Cloud Ninja Genin, Chunin and Jonin
- - Modified goals for "Patrol map reavers" AI package
- - Fixed Reaver pacifier dialogue world state check
- - L-house at ruined waystation now for sale
- Version 7
- - Fixed generic pacifier dialogue (no longer defaults to United Cities relations)
- - Named Dust Raider leader, increased bounty
- - Increased relations boost from 7-day bodyguard contracts (is +2, was +1).
- Version 6
- - Random names for Last Stand bar patrons
- - Prevent Flotsam Ninja raid squads from attacking neutral player outposts
- - Prevent city squatters from looting sleeping players
- Version 5
- - Fixed Cultist Bar
- - Some edits to throne room / king AI package (guard schedules, will lock doors at night)
- - Fixed Dust Raider boss not being marked unique
- - Corpse Furnace added to Bad Teeth
- Version 4
- - Reduced homeless spawn amount and num nests for Fishman Isle to address performance issue
- - Reduced homeless Skimmer spawns in the Eye, added Skimmer nests
- Version 3
- - New campaigns for Cannibal Hunters (defending allied player from cannibal raids)
- - Dreg set as territorial biome for Gnawed Bone Tribe
- - Bast homeless squad cap
- - Adjusted Hive Prince shopping list, gave them more money
- - Renamed Dust Reaper campaign
- - Adjusted AI package for new Machinist residents
- - Gave Machinists shopping lists and wages
- - Fixed missing factions for some homeless squads
- - Edited Bandit Demands dialogue to prevent crash
- - Edited Black Dragon dialogue, fixed a missing link
- Version 2
- - Dialogue edits and fixes for Trade Ninja caravans, Band of Blades, Dust Bandits, Shek fighters
- - White Eyebrow and Black Dragon Clan homeless squads are a bit less common
- - Fixed factions for new Shark pacifiers (made them bar squads rather than housemates)
- - Starving Dust Bandit squad made smaller, fixed faction assignment
- - Shopping lists and basic first aid kits added to Deadcat Fisherman
- - Dust Reapers no longer all male
- - Removed leftover faction entry from The Hub's Holy Nation override
- - Changes to Dreg biome group:
- -- Homeless spawns added: Gnawed Bone Tribe, Western Hive soldiers, broken Dust bandits, wild goats, Shek Adventurer, Deadcat Rangers
- -- Nests added: Gnawed Bone Camp, Refugee Camp
- -- Painted Tribe squads/nests far less likely to appear in Dreg
- (homeless weight from 50 to 1, camp weight from 100 to 5)
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- Author's activity
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February 2020
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29 Feb 2020, 10:07AM | Action by: stealthjackal
Attribute change
Description changed.
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29 Feb 2020, 12:46AM | Action by: stealthjackal
Changelog added
Change log added for version 27
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29 Feb 2020, 12:45AM | Action by: stealthjackal
File added
Kenshi Kaizo v27 [version 27]
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28 Feb 2020, 5:11AM | Action by: stealthjackal
Permission change
Author changed their file credits.
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28 Feb 2020, 5:11AM | Action by: stealthjackal
Changelog added
Change log added for version 26
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28 Feb 2020, 5:10AM | Action by: stealthjackal
File added
Kenshi Kaizo v26 [version 26]
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24 Feb 2020, 11:23PM | Action by: stealthjackal
Readme file added
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24 Feb 2020, 11:21PM | Action by: stealthjackal
Changelog added
Change log added for version 25
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24 Feb 2020, 11:20PM | Action by: stealthjackal
Changelog added
Change log added for version 24
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24 Feb 2020, 10:43PM | Action by: stealthjackal
File added
Kenshi Kaizo v25 [version 25]
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15 Feb 2020, 2:20AM | Action by: stealthjackal
Mod image added
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15 Feb 2020, 2:19AM | Action by: stealthjackal
Mod image added
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15 Feb 2020, 2:15AM | Action by: stealthjackal
Mod image added
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15 Feb 2020, 1:57AM | Action by: stealthjackal
File added
Kenshi Kaizo v24 [version 24]
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07 Feb 2020, 3:59PM | Action by: stealthjackal
Readme file added
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07 Feb 2020, 3:56PM | Action by: stealthjackal
Changelog added
Change log added for version 23
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07 Feb 2020, 2:59PM | Action by: stealthjackal
File added
Kenshi Kaizo v23 [version 23]
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05 Feb 2020, 7:47AM | Action by: stealthjackal
Readme file added
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05 Feb 2020, 7:47AM | Action by: stealthjackal
Changelog added
Change log added for version 22
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05 Feb 2020, 7:47AM | Action by: stealthjackal
File added
Kenshi Kaizo v22 [version 22]
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