+ I will not upload every single version here. There are gaps between the versions. + For some compatibility mods there is no Main Mod on Kenshi Nexus, google for "SkyMods Kenshi" and you might find that mod. ----------------------------------------- Version History: 163 - 252
Spoiler:
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Version 252:
Dyeing System Changes:
Fixes of most colored clothes, new colorless textures added to correct the colors. All none-colors (Black, White, Grey and Dark Grey) getting there own clean colormap.
Description "Food Items" changed: + All fish products + All catchable fishes + All Ingredients
Version 216:
Bug removed: Poppy Farm XL to hemp farm M
Version 215:
Headgear Changes: Rattan Hat -> Hide Hair -> True Iron Hat -> Hide Hair -> True Straw Hat -> Hide Hair -> True Sandogasa -> Headcoverage -> 25 %
New Headgear Versions: Rattan Hat [Showing Hair Version] Straw Hat [Showing Hair Version] Iron Hat [Showing Hair Version] Sandogasa [Showing Hair Version] Tricorn Hat [Showing Hair Version] Rattan Hat [Showing Hair Version] [Belt-Slot] Straw Hat [Showing Hair Version] [Belt-Slot] Sandogasa [Showing Hair Version] [Belt-Slot] Tricorn Hat [Showing Hair Version] [Belt-Slot]
Version 214:
Added some meshes to the writing desk to improve the look.
Version 213:
Remnants removed from an old feature.
Version 212:
Added Beds II: + Research: Beds II + Bed II -> Healing Rate x 12 + All beds in bars are bed II / All already built beds are also affected.
New Mesh: + Backpack Crafting Bench
Version 211:
Storage Fix: + Shed: Rock Salt --> Stack 500 to 2500
New Armor Typ: + Blackended Hiver Leather Vest
Removed "Test Value" Item: + Animal Contract
Version 210:
Animal Place was fixed
Version 209:
Foodchanges: + Raw Corn is no longer food + added cooked corn (Water + Raw Corn)
Belt-Slot Hats: + Added Soldier drones to excluded races + Straw Hat & rattan hat does not have this execlude
New Building: + Animal Place (Works like a bed, 12x heal speed, unlocked by Farming Basics)
Version 208:
Recolored Icons: +Bread (Corn) +Bread (Soy)
Icon Size Fix: +Backpack Kit
Armors: + Added Blueprint Black Rag Loincloth to Vendors + Added Blueprint Black Armoured Rag Skirt - No Stealth Debuff + Added Blueprint Black Armoured Rags - No Stealth Debuff
Version 207:
Recruitment Dialog-Fix
the issue of getting 5.000 cats was removed.
Version 206:
New Storage: Shed : Robotic Limbs
Version 205:
Storages: + Backpack Kits
Deep Stone Mines I - III Colored Variants: [TechScribes] + Blue Stone + Red Stone + Green Stone + Dark Stone + Light Stone
Deep Hybrid Stone Mines I - II Colored Variants: [TechScribes] + Blue Stone + Red Stone + Green Stone + Dark Stone + Light Stone
Fixes - > Updated Color_maps + Caps + Wool Hats + Gi / Gi Pants + Worn Out Shorts
Version 200:
Fixes: added Dyes packed (Blue and Green) to storage added missing colored cloth types to colored cloth bench function Set colored tag to Magenta Cap & Gi Pants
Version 199:
Storages: + Lantern Sheath + Lanterns
New Lamp Variants: "Electric" Light Color for Indoor Lights Standard Light Color for Electric Torch Lights
New Research -> Adv. Indoor Lights + All Indoor Lights MKII-Versions with brighter lights a larger light radius
Version 198:
small fixes
Version 197:
The Thieves Backpack now hopefully has reached its final stats, balancing it in relation to the new tactical backpack did not work the way I wanted it.
For that reason, the Thieves Backpack has a buff on stealth again, BUT he has a debuff on combat and combatspeed !
Version 196:
small fix: removed the issue that set Stealth to 0 by wearing a thieves backpack
Version 195:
Backpacks: + Renamed + Stats remade
Animal Bags: + Added Animal Bags with Mesh to all animals + Added special Animal Bags for Alphas + Added Animal Thieves Bags + Added Animal Bags to craft function + Added Animal Bags to Vendors
Version 194:
Fixed: Crafting Cactus Puree
Version 193:
Dialog compatibility fix: + Slave Traders Shop
There were some problems with some dialog mods with the slave traders. I have now written a new dialog and replaced it with the old one, that should fix the problem.
Version 192:
Food changes:
Dustwich (Cactus): + Cactus Puree + Less Bread
Dustwich (Sausage) + Less Bread + Less Sausage
New ingredient " Cactus Puree": + Need Cactus + Rock Salt + Craftable -> Manual Grinder and Oil press
Version 191:
Bug removed: TechScribe , Dialog to buy Ai Cores
Version 190:
Re-Added: Storage: Nuclear Fuel Pellets
Version 189:
Small dialogfix "Enrico":
He will doesn't accept a summary from a value of 50+ Relations.
Version 188:
Bounty Bonus: + Shek Kingdom
Samurai Police Stations: + Added Bounty-Dialog to all NPCs
New Shed: + Armour Plating
Technologie Changes: + All Level 10 Training Technologies are now "Basic Training" + New Turret Dummies for Friendly Fire & Perception
New Quest: Find all "Tech Notes" + Added 50 Tech Notes (these are not numbered in the game!) + Tech Notes are lootable at ancient ruinen/libarys + New Location: Added a Waystation / South Shem + New Faction TechScribes / Serves to link the rewards to the relations.
New Reward Technologies: -QUEST- Rewards- + Customization tables MK I - New smaller Icons Clothes/Armors, Belt-Slot Variation of Hats, Shirt-Slot Armors + Customization tables MK II- New smaller Icons Clothes/Armors, Belt-Slot Variation of Hats, Shirt-Slot Armors + Deep Stone Mines I - III (Buildable Everywhere) + Deep Hybrid Stone mines I - II (Buildable Everywhere) + New Training Machines/Dummies IV - V (LvL 40 - 50) + Toughness Training I - IV + Deep Ore Mine I - III (*Impure Ore, can placed everywhere) + Impure Ore Processors i - III
*Impure Ore, These can be processed directly into iron plates, copper bars or even copper-alloy plates.
Version 187:
Weight Fix: Basic First Aid Kit -> 1 to 0,5 KG Simple First Aid Kit -> 1 to 0,2 KG
Water Jug Fix: 30 NU to 6 NU
Fogmen Dialog: + Higher Chance + Dialog comes every 2H + Prisoners can be recruited
Version 186:
Dialog fix: + Civilians
Dialog Changes - Enslaved NPCs: + Higher Chance to recruit of the same races.
!REMOVED! Foliage: + Stones and rocks are stoneresources
Version 185:
Fixes: + Copper Hybrid Mine -> Iron to Copper + Adv. Poppy Farming fixed
Version 184:
Stronger Defensive Gates: Def. Gate II -> 100 Def. Gate III -> 200 Def. Gate IV -> 300 Def. Gate V -> 400
Rebirth Slaves: + Recruitable Dialog
Spawnfix: + Cage Beasts
Version 183:
Foliage: + Stone are a stoneresource
New Building: + Primitive Forge
Version 182:
Added Shed: Electrical Components
Version 180/181:
New Shed: + Copper Alloy Plates
Version 179:
New Descriptions: + Storage: Fish + Storage: Fish Products + Storage: Bakery Products + Storage: Meat Products + Storage: Ingredients + Storage: Foodcubes + Storage: Food Crops
The new description lists what you can put into it
Version 178:
- dialogfix
Version 177:
Dialog fixes: - Enslaved Outlaws - Fogmen
New Dialog "Civilians" + Recruitable by "Relations" + Relationships have an effect on the chance to recruit.
Version 176:
Bonedogs: Changed texture and color of the "greenish" bonedog to brown.
Prisoners Pole: + Added to startup + Does not create a outpost + Only placeable outside + Category -> CAMPING
Version 175:
- Dialog fix
Version 174:
Recruitment: + new Dialog line to enslaved Outlaws
Research: All vanilla technologies now tagged as [Vanilla] New Category "Trade Goods" Gold Manufraction to Goldsmithing -> Trade Goods Silver Manufraction to Silversmithing -> Trade Goods Bronze to Bronzesmithing -> Trade Goods Tinsmithing -> Trade Goods Coppersmithing -> Trade Goods Clay Production -> Trade Goods All Medicine/ Splint Kits researches to "Crafting" (before Smithing) Brainwash Injection MK I- III -> Crafting /added Tag [GenMod]
Version 173:
Recruitment System: + set dialogtime to every 6h (before 48h) + fixing "Is Slave" dialog (recruit only slaves that are not captured by youreself)
Dig for Mealworms: + Added at Startup + Low NU Mealworms to survive hunger
Version 172:
Recruitment Dialogs: + Added to Rebel Farmer, Dust Bandits, Hungry Bandits, Vargants + 4 Ways to Recruit: Brainwash injection, Money, Food, Is Slave
New Researches: Brainwash Injection Mk I - III
- Some Fixes
Version 171:
Vendors: +More Parchments (Small Amount)
Buildings: Storage: Food --> Storage: Diverse Food + New description shows which food can put in
Animal Spawns: + Animals chance to drop a Half Eaten book -> around 50 %
Trade Cultures:
Empire - Desert: Sho-Battai, Heft, Heng, Stoat + no fish + Fish price is higher + Fresh Fish > Salted/cooked Fish
Empire - Coast: Bark + Fish + normal price
The Hub: Hub + Fist Aid Kits - Higher Price + Skeleton Repair Kits - Higher Price
More Small Resources: (Import recommend) + Tin + Uranium
Prices: + Simple Skeleton Repair Kit ( Higher Price) + Cooked Fish (Higher Price) + Dried Fish variants (Higher Price)
Version 168:
Skimmer Queen overhauled: + Skimmer Queen is special Alpha + Skimmer Queen is accompanied by Skimmer Breed + Spawn only at Skimsands
Version 167:
Small Iron Resource: -> Smaller Mesh Size
Small Copper Resource: -> Smaller Mesh Size
Small Resources: + Tin + Uranium
Version 166:
Banished Hive Overhauled: + Description + Unique Stats + New Spawns: 10 % Chance to Spawn (no Queen) in a Fogmen Group + Prince has special ability to recruit recruit Fogmen/ need to be a ally of Fogmen
Added Banished Hive Queen: + Special Ability : Chance to recruit a Fogmen/ need to be a ally of Fogmen
Dead Hive: + Description + Prince has special ability to recruit recruit Fogmen/ need to be a ally of Fogmen
Added new Names: Female Names -> 4305 Male Names -> 1308
Name set True/False: Bandits to False Civilians/Farmers/Adventures to True
Added Civilians: + Flats Lagoon + Worlds End
Research Changes: + [GenMod] in description to all technologies added by General Modifications + Animal Feeder toStorage Boxes: Food
Deadhive Overrun -> Townsettings + More Fogmen Spawns + As Fogmen Ally you can buy destroyed houses and rebuild them.
New Start: The Banished Hive Queen + New Start as Banished Hive Queen + Variable Settings by unlocked Banished Hives, Prince is playable + Variable Settings by unlocked Dead Hives, Prince is playable
Version 165:
Research Change: Storage Boxes: Crafting -> Tech Level 2 to 1
Gameplay: Helping Outlaw Slaves to escape gives a chance to gain Relation by 2+
New Squads: + very small group of Outlaw Farmers + small group of dustz bandits + small groiup of hungry bandits + small group of Vagrants + Outlaw Farmer army (large squad)
Version 164:
Rersearch Fixes: Fishing II -> needs Fishing I Fishing III -> needs Fishing II
Outlaws AI fix: -> Outlaw Slaves doesnt wait at the gates anymore.
Food Changes: - Thinfish, Grand Fish & Dokarion Fish -> same NU - Simple Grilled Fish -> Less NU - Cooked Fish -> more NU - Raw Fish -> every Fish Type can turn into Raw Fish by using processing Table - New Food: Fishcube
Travellers Medicrate - Buyable at Adventures Shop +All Trade Goods - Craftable at Toolscrafting Workbench - placeable everywhere like other camping buildings - Needs Research -> Storage Boxes :Crafting
Version 163:
Banished Hives: added race limitations to clothes & armors
Full Version History on Steam: https://steamcommunity.com/sharedfiles/filedetails/changelog/1222324217 ----------------------------------------- + GenMod Hard Mode is a modular system which increases the game difficulty level, the modules are available under Miscellaneous files. ----------------------------------------- + GenMod - Translation - Deutsch ist unter Miscellaneous files zu finden.
Deutsche Übersetzung - Info
Spoiler:
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Die deutsche Übersetzung befindet sich noch am Anfang
Es werden auch nochmal alle Vanilla-Einträge übersetzt um einen gleichen Übersetzungsstil zu erzeugen. Ansonsten erfolgt die Übersetzung nach und nach.
Reihenfolge wie ich es übersetzen werde: - Technologien (Abgeschlossen) - Bau Kategorien (Angefangen) - Gebäude (Angefangen) - Items (Angefangen) - Dialoge (Ausstehend) - Beschreibungen (Ausstehend)
Es handelt sich um ein SubMod was die Einträge überschreibt, daher wird das Original-Mod benötigt.
In der Lade-Reihenfolge muss es unter GenMod stehen, um die Einträge zu überschreiben. Wenn die Übersetzung soweit abgeschlossen ist, werde ich hier auch die kompletten Features auflisten.
Do I have to learn how before I can make books at the writing desk? I have half eaten books and parchment, and I don't understand how to actually combine them at the desk. I can't find any more info, maybe it's a mod conflict.
Hello, from listed info it seems that it does not interfere with weapon smithing and models. Does it mean that it is seamlessly compatible with mod that adjusts weapon lists like improved weapon smithing 2? (https://www.nexusmods.com/kenshi/mods/382) I like said mod because it adds sorta kinda character to weapon manufacturers hence the asking.
Heya, Seelenschwarz! I've been working on some patches between Mogwai Hive Overhaul, Southern Hive Queen and Fog Queen, & this mod. The last one I did of all 3 used Mogwai's meshes and texture, but I'd like to do a version with Banished Hive textures. However, I'd need to use BANISHED_HIVE.dds to accomplish this. Is it alright with you if I include this asset into my patch?
This compilation of changes is a MUST HAVE for Kenshi! Mod still works! This combines so many great gameplay features that you usually have to find them individually. It's always nice to have 1 big mod instead of 10+ small mods. I highly recommend this!
Thieves backpack has a severe combat speed penalty despite being far more ergonomic than the primitive wooden packs. Because combat speed is much more important than modest stat loss, this actually makes the primitive packs a far better option for combat. Seemed like an oversight or arbitrary stat adjustment.
Those Thieves packs will get you in a lot of trouble, as I just found out. Only mention this for the betterment of the mod. I just tweaked it back to how it was in previous versions. Kind of funny, but I almost squad wiped because of these bags lol. They went from the best bags to trash bags..
I think the point I was trying to make is that the Theives packs have been nerfed out of contention. Doesn't seem very plausible how a bulky primitive wooden or trader pack would be better in a combat scenario over one with an ergonomic design, but they are. -30% combat speed is catastrophically debilitating to the point why would you ever use it when a simple cheap trader/wooden pack is a more practical option.
Not that it matters, especially not more than a year after the fact. Dev has already shown how little they care about feedback. Best he could offer was a snarky dismissive comment almost two years later.
208 comments
+ For some compatibility mods there is no Main Mod on Kenshi Nexus, google for "SkyMods Kenshi" and you might find that mod.
-----------------------------------------
Version History: 163 - 252
Version 252:
Dyeing System Changes:
Fixes of most colored clothes, new colorless textures added to correct the colors.
All none-colors (Black, White, Grey and Dark Grey) getting there own clean colormap.
Compare new and old color map:
https://i.ibb.co/KyPzrNs/oldnewcolormap.jpg
Adding Packed Dyes to some vendors It is supposed to simplify the production of colored clothes, otherwise they can be crafted as before.
Import is recommended
Version 251:
Added Boneyard Wolf Variations (different brown colors)
Version 250:
Creature/Animal Texture Changes:
Blue Swamp Turtle -> Grey (like elephants)
Green Swamp Turtle -> less vibrant color scheme
Version 249:
Added Banished Hive Race-execludes like the other hives to some helmets that I had forgotten.
Version 248:
Fix:
Removed bug leads into a crash while crafting fried potatoes.
Version 247:
Fix:
Potato Farms - > Added Potatoes to construction material
Version 246:
some settings to make "Raw Corn" more common.
Version 245:
New Crops:
+ Potatoes
New Storages:
+ Storage: Potatoes
+ Crop Shed: Potatoes
New Food:
+ Fried potatoes
+ Backed potato
Version 244:
New Icons:
Sugar
Salt
Relations:
Starving Bandits : Wildlife -100 , Herbivores -100
Rebel Farmes : Wildlife -100 , Herbivores -100
Removed:
Mercenary rookies
Version 243:
Creature/Animal Texture Changes:
Blue Raptor -> Grey/Brownisch
Green Raptor -> less vibrant color scheme
Blue Gorillo -> Dark Grey
Blue Landbat -> Brown
NPC Changes:
Guards/Police of UC, HN and Shek Kindom now wears better gear mostly + 1 quality change.
Crafting:
Add missing simple grilled fish Types to small grill
Version 242
New Building:
Copper Alloy Bench [Copper Ingots]
+ Faster than the regular
+ Uses Copper Ingots insead of copper ore
+ Regular Copper Alloy Bench renamed to "Copper Alloy Bench [Copper Ore]"
NPC Edits:
Holy Nation Guards/Security gearquality up
United City Guard/Security gearquality up
Shek Kingdom Guard/Security gearquality up
Version 241:
New Research:
Plate Beating Station II
New Building:
Plate Beating Station II
Bugfixes:
Items made by Impure Ore now consumes the items.
Crafting Animal pellets now consumes fooditems like raw fish.
Version 240:
Changes:
Toolcrafting Workbench speed up from 1 to 1,25
Light Post III renamed to Light Post II
Light Post I can be updated to Light Post II
New Research:
Adv. Toolcrafting -> adds Toolcrafting Workbench II
Version 239:
small fix
Version 238
Characters:
+ New Unique Recruit "Gurk"
New Limbs:
+ [Clean Grey] KLR Series -> Buyabe Blueprint at Enrico - TechScribes
Fixes:
+ Animal Place
Version 237:
Texture fix:
+ Blackend Hive Leather Vest
Reduced potential for conflict:
Shek Kingdom -> Shinobi Thieves, Nomads, Mercenary Guild
Holy Nation Outlaws (The Hub) -> Shinobi Thieves
Holy Nation -> Nomads
Nomads -> Holy Nation, United Cities
Import is recommend for relationchanges between the factions
Version 236:
small fix
Version 235:
Fixes:
+ Issue Cactus puree transformed to Meat Paste -> Back to Cactus Puree
+ United Stats -> Manhunter (Relations 50)
+ United Stats -> TechHunter(Relations 50)
Animal Food:
+ Animalpellets Processor Types
+ New Animalpellets
*The old animal pellets can no longer be produced, the animal pellets proccesors for the new pellets can be found under the category FOOD.
Version 234:
Alpha Animals:
+ Smaller sizes
+ Beak Thing Alpha -> New Texture
+ Raptor Alpha -> New Textures
New Start:
+ Guy with Dog (Shem Nomads)
Version 233:
GameFixes:
TechHunters -> United Cities potential for conflict eliminated
Mercs -> United Cities potential for conflict eliminated
Version 232:
GameFix:
Shinobi Thieves > United Cities potential for conflict eliminated. (Expanded Values)
+ Western Hives
Town:
Slave Camp -> + 1 Cage Shed
Version 231:
- Removed Vanilla Oil Drills
GameFix:
Shinobi Thieves > United Cities potential for conflict eliminated.
Version 230:
Build-In-Compatibility -> Forgotten Buildings:
+ Manual Oil Pump
+ Oil Pump
New Storage:
+ Foul Raw Meat
Version 229:
Changes:
Backpacks [Large], [Medium], [Small] -> Stealth/Dodge Multiplier , Higher Combat Debuff
Wooden Backpack -> Stealth/Dodge Multiplier
Version 228:
small fix
Version 227:
small fix
Version 226:
Added Swamp Ninja Mask [Belt-Slot] to Heavy Armor Smithy
Version 225:
Red Rick is updated to the newer Kenshi Version
Version 224:
small start fix for "Banished Queen Start"
+ Parchment processor
Version 223:
fixed Nobodies starts, to work with new kenshi version.
Version 222:
Added Storage:
Water Tower (2500x Stack)
Vendor List Edit -> Caravan (Crops)
+ Raw Corn
+ Soybeans
+ Cocoa
+ Sunflower Seeds
+ Mushrooms
Version 221:
Added:
+ Small Storage: Impure Ore
+ Storage: Impure Ore
+ Shed: Impure Ore
Version 220:
Storage: Damaged Research Stuff
+ Ai Core Construction Guide
+ Powered Ai Core Construction Guide
Fixes:
+ Sandogasa [Show Hair Version] [Belt-Slot] -> Belt Slot
+ Sandogasa [Belt-Slot] -> Belt Slot
Version 219:
Starts fixed:
Skeleton and his machine pet:
+ Removed Animal Bags [Bonedogs]
+ Added Animal Bags [Iron Spiders]
Enlaved (Rebirth):
+ Start as one character only
Version 218:
Description of food item with its associated storage:
+ Storage: Meat Products
+ Storage: Food Cubes
+ Storage: Diverse Food
Fixes:
+ Simple Skeleton Repair Kit -> Forbidden Item -> Holy Nation
+ Machine Creature Repair Kit -> Forbidden Item -> Holy Nation
Version 217:
Description "Food Items" changed:
+ All fish products
+ All catchable fishes
+ All Ingredients
Version 216:
Bug removed:
Poppy Farm XL to hemp farm M
Version 215:
Headgear Changes:
Rattan Hat -> Hide Hair -> True
Iron Hat -> Hide Hair -> True
Straw Hat -> Hide Hair -> True
Sandogasa -> Headcoverage -> 25 %
New Headgear Versions:
Rattan Hat [Showing Hair Version]
Straw Hat [Showing Hair Version]
Iron Hat [Showing Hair Version]
Sandogasa [Showing Hair Version]
Tricorn Hat [Showing Hair Version]
Rattan Hat [Showing Hair Version] [Belt-Slot]
Straw Hat [Showing Hair Version] [Belt-Slot]
Sandogasa [Showing Hair Version] [Belt-Slot]
Tricorn Hat [Showing Hair Version] [Belt-Slot]
Version 214:
Added some meshes to the writing desk to improve the look.
Version 213:
Remnants removed from an old feature.
Version 212:
Added Beds II:
+ Research: Beds II
+ Bed II -> Healing Rate x 12
+ All beds in bars are bed II / All already built beds are also affected.
New Mesh:
+ Backpack Crafting Bench
Version 211:
Storage Fix:
+ Shed: Rock Salt --> Stack 500 to 2500
New Armor Typ:
+ Blackended Hiver Leather Vest
Removed "Test Value" Item:
+ Animal Contract
Version 210:
Animal Place was fixed
Version 209:
Foodchanges:
+ Raw Corn is no longer food
+ added cooked corn (Water + Raw Corn)
Belt-Slot Hats:
+ Added Soldier drones to excluded races
+ Straw Hat & rattan hat does not have this execlude
New Building:
+ Animal Place (Works like a bed, 12x heal speed, unlocked by Farming Basics)
Version 208:
Recolored Icons:
+Bread (Corn)
+Bread (Soy)
Icon Size Fix:
+Backpack Kit
Armors:
+ Added Blueprint Black Rag Loincloth to Vendors
+ Added Blueprint Black Armoured Rag Skirt - No Stealth Debuff
+ Added Blueprint Black Armoured Rags - No Stealth Debuff
Version 207:
Recruitment Dialog-Fix
the issue of getting 5.000 cats was removed.
Version 206:
New Storage:
Shed : Robotic Limbs
Version 205:
Storages:
+ Backpack Kits
Deep Stone Mines I - III Colored Variants: [TechScribes]
+ Blue Stone
+ Red Stone
+ Green Stone
+ Dark Stone
+ Light Stone
Deep Hybrid Stone Mines I - II Colored Variants: [TechScribes]
+ Blue Stone
+ Red Stone
+ Green Stone
+ Dark Stone
+ Light Stone
Version 204:
Another small fix.
Version 203:
Fixed -> Research:
+ Customization tables MK II -> added missing Leather Table
Version 202:
fixes -> Color_map:
+ Samurai Clothpants
fixes ->Dialogs:
+ Slave Trader
Version 201:
Fixes - > Updated Color_maps
+ Caps
+ Wool Hats
+ Gi / Gi Pants
+ Worn Out Shorts
Version 200:
Fixes:
added Dyes packed (Blue and Green) to storage
added missing colored cloth types to colored cloth bench function
Set colored tag to Magenta Cap & Gi Pants
Version 199:
Storages:
+ Lantern Sheath
+ Lanterns
New Lamp Variants:
"Electric" Light Color for Indoor Lights
Standard Light Color for Electric Torch Lights
New Research -> Adv. Indoor Lights
+ All Indoor Lights MKII-Versions with brighter lights a larger light radius
Version 198:
small fixes
Version 197:
The Thieves Backpack now hopefully has reached its final stats, balancing it in relation to the new tactical backpack did not work the way I wanted it.
For that reason, the Thieves Backpack has a buff on stealth again, BUT he has a debuff on combat and combatspeed !
Version 196:
small fix:
removed the issue that set Stealth to 0 by wearing a thieves backpack
Version 195:
Backpacks:
+ Renamed
+ Stats remade
Animal Bags:
+ Added Animal Bags with Mesh to all animals
+ Added special Animal Bags for Alphas
+ Added Animal Thieves Bags
+ Added Animal Bags to craft function
+ Added Animal Bags to Vendors
Version 194:
Fixed:
Crafting Cactus Puree
Version 193:
Dialog compatibility fix:
+ Slave Traders Shop
There were some problems with some dialog mods with the slave traders. I have now written a new dialog and replaced it with the old one, that should fix the problem.
Version 192:
Food changes:
Dustwich (Cactus):
+ Cactus Puree
+ Less Bread
Dustwich (Sausage)
+ Less Bread
+ Less Sausage
New ingredient " Cactus Puree":
+ Need Cactus + Rock Salt
+ Craftable -> Manual Grinder and Oil press
Version 191:
Bug removed:
TechScribe , Dialog to buy Ai Cores
Version 190:
Re-Added:
Storage: Nuclear Fuel Pellets
Version 189:
Small dialogfix "Enrico":
He will doesn't accept a summary from a value of 50+ Relations.
Version 188:
Bounty Bonus:
+ Shek Kingdom
Samurai Police Stations:
+ Added Bounty-Dialog to all NPCs
New Shed:
+ Armour Plating
Technologie Changes:
+ All Level 10 Training Technologies are now "Basic Training"
+ New Turret Dummies for Friendly Fire & Perception
New Quest: Find all "Tech Notes"
+ Added 50 Tech Notes (these are not numbered in the game!)
+ Tech Notes are lootable at ancient ruinen/libarys
+ New Location: Added a Waystation / South Shem
+ New Faction TechScribes / Serves to link the rewards to the relations.
New Reward Technologies: -QUEST- Rewards-
+ Customization tables MK I - New smaller Icons Clothes/Armors, Belt-Slot Variation of Hats, Shirt-Slot Armors
+ Customization tables MK II- New smaller Icons Clothes/Armors, Belt-Slot Variation of Hats, Shirt-Slot Armors
+ Deep Stone Mines I - III (Buildable Everywhere)
+ Deep Hybrid Stone mines I - II (Buildable Everywhere)
+ New Training Machines/Dummies IV - V (LvL 40 - 50)
+ Toughness Training I - IV
+ Deep Ore Mine I - III (*Impure Ore, can placed everywhere)
+ Impure Ore Processors i - III
*Impure Ore, These can be processed directly into iron plates, copper bars or even copper-alloy plates.
Version 187:
Weight Fix:
Basic First Aid Kit -> 1 to 0,5 KG
Simple First Aid Kit -> 1 to 0,2 KG
Water Jug Fix:
30 NU to 6 NU
Fogmen Dialog:
+ Higher Chance
+ Dialog comes every 2H
+ Prisoners can be recruited
Version 186:
Dialog fix:
+ Civilians
Dialog Changes - Enslaved NPCs:
+ Higher Chance to recruit of the same races.
!REMOVED! Foliage:
+ Stones and rocks are stoneresources
Version 185:
Fixes:
+ Copper Hybrid Mine -> Iron to Copper
+ Adv. Poppy Farming fixed
Version 184:
Stronger Defensive Gates:
Def. Gate II -> 100
Def. Gate III -> 200
Def. Gate IV -> 300
Def. Gate V -> 400
Rebirth Slaves:
+ Recruitable Dialog
Spawnfix:
+ Cage Beasts
Version 183:
Foliage:
+ Stone are a stoneresource
New Building:
+ Primitive Forge
Version 182:
Added Shed: Electrical Components
Version 180/181:
New Shed:
+ Copper Alloy Plates
Version 179:
New Descriptions:
+ Storage: Fish
+ Storage: Fish Products
+ Storage: Bakery Products
+ Storage: Meat Products
+ Storage: Ingredients
+ Storage: Foodcubes
+ Storage: Food Crops
The new description lists what you can put into it
Version 178:
- dialogfix
Version 177:
Dialog fixes:
- Enslaved Outlaws
- Fogmen
New Dialog "Civilians"
+ Recruitable by "Relations"
+ Relationships have an effect on the chance to recruit.
Version 176:
Bonedogs:
Changed texture and color of the "greenish" bonedog to brown.
Prisoners Pole:
+ Added to startup
+ Does not create a outpost
+ Only placeable outside
+ Category -> CAMPING
Version 175:
- Dialog fix
Version 174:
Recruitment:
+ new Dialog line to enslaved Outlaws
Research:
All vanilla technologies now tagged as [Vanilla]
New Category "Trade Goods"
Gold Manufraction to Goldsmithing -> Trade Goods
Silver Manufraction to Silversmithing -> Trade Goods
Bronze to Bronzesmithing -> Trade Goods
Tinsmithing -> Trade Goods
Coppersmithing -> Trade Goods
Clay Production -> Trade Goods
All Medicine/ Splint Kits researches to "Crafting" (before Smithing)
Brainwash Injection MK I- III -> Crafting /added Tag [GenMod]
Version 173:
Recruitment System:
+ set dialogtime to every 6h (before 48h)
+ fixing "Is Slave" dialog (recruit only slaves that are not captured by youreself)
Dig for Mealworms:
+ Added at Startup
+ Low NU Mealworms to survive hunger
Version 172:
Recruitment Dialogs:
+ Added to Rebel Farmer, Dust Bandits, Hungry Bandits, Vargants
+ 4 Ways to Recruit: Brainwash injection, Money, Food, Is Slave
New Researches:
Brainwash Injection Mk I - III
- Some Fixes
Version 171:
Vendors:
+More Parchments (Small Amount)
Buildings:
Storage: Food --> Storage: Diverse Food
+ New description shows which food can put in
Trade Culture:
+ Empire - Desert to Traders Edge
+ Forbidden Item "Sushi" to Empire - Desert
+ Higher Price -> Sushi / Empire - Desert
Version 170:
Gamestarts:
The Banished Hive Queen fixed:
+ Starting Technologies
For safety, I have also added Default Technologies to all other starts.
Version 169:
Half Eaten Books:
+ Beak Thing
+ Swamp Raptor
+ River Raptor
+ Cage Beast
+ Garru
+ Gorillo
+ Landbat
Animal Spawns:
+ Animals chance to drop a Half Eaten book -> around 50 %
Trade Cultures:
Empire - Desert: Sho-Battai, Heft, Heng, Stoat
+ no fish
+ Fish price is higher
+ Fresh Fish > Salted/cooked Fish
Empire - Coast: Bark
+ Fish
+ normal price
The Hub: Hub
+ Fist Aid Kits - Higher Price
+ Skeleton Repair Kits - Higher Price
More Small Resources: (Import recommend)
+ Tin
+ Uranium
Prices:
+ Simple Skeleton Repair Kit ( Higher Price)
+ Cooked Fish (Higher Price)
+ Dried Fish variants (Higher Price)
Version 168:
Skimmer Queen overhauled:
+ Skimmer Queen is special Alpha
+ Skimmer Queen is accompanied by Skimmer Breed
+ Spawn only at Skimsands
Version 167:
Small Iron Resource:
-> Smaller Mesh Size
Small Copper Resource:
-> Smaller Mesh Size
Small Resources:
+ Tin
+ Uranium
Version 166:
Banished Hive Overhauled:
+ Description
+ Unique Stats
+ New Spawns: 10 % Chance to Spawn (no Queen) in a Fogmen Group
+ Prince has special ability to recruit recruit Fogmen/ need to be a ally of Fogmen
Added Banished Hive Queen:
+ Special Ability : Chance to recruit a Fogmen/ need to be a ally of Fogmen
Dead Hive:
+ Description
+ Prince has special ability to recruit recruit Fogmen/ need to be a ally of Fogmen
Added new Names:
Female Names -> 4305
Male Names -> 1308
Name set True/False:
Bandits to False
Civilians/Farmers/Adventures to True
Added Civilians:
+ Flats Lagoon
+ Worlds End
Research Changes:
+ [GenMod] in description to all technologies added by General Modifications
+ Animal Feeder toStorage Boxes: Food
Deadhive Overrun -> Townsettings
+ More Fogmen Spawns
+ As Fogmen Ally you can buy destroyed houses and rebuild them.
New Start: The Banished Hive Queen
+ New Start as Banished Hive Queen
+ Variable Settings by unlocked Banished Hives, Prince is playable
+ Variable Settings by unlocked Dead Hives, Prince is playable
Version 165:
Research Change:
Storage Boxes: Crafting -> Tech Level 2 to 1
New Storage:
Rep Kits-Crate
New Repair Kits Types:
+ Simple Skeleton Repair Kit -> 70Charges
+ Machine Creature Repair Kit -> 1000 Carges
Gameplay:
Helping Outlaw Slaves to escape gives a chance to gain Relation by 2+
New Squads:
+ very small group of Outlaw Farmers
+ small group of dustz bandits
+ small groiup of hungry bandits
+ small group of Vagrants
+ Outlaw Farmer army (large squad)
Version 164:
Rersearch Fixes:
Fishing II -> needs Fishing I
Fishing III -> needs Fishing II
Outlaws AI fix:
-> Outlaw Slaves doesnt wait at the gates anymore.
Food Changes:
- Thinfish, Grand Fish & Dokarion Fish -> same NU
- Simple Grilled Fish -> Less NU
- Cooked Fish -> more NU
- Raw Fish -> every Fish Type can turn into Raw Fish by using processing Table
- New Food: Fishcube
Travellers Medicrate
- Buyable at Adventures Shop +All Trade Goods
- Craftable at Toolscrafting Workbench
- placeable everywhere like other camping buildings
- Needs Research -> Storage Boxes :Crafting
Version 163:
Banished Hives:
added race limitations to clothes & armors
Full Version History on Steam:
https://steamcommunity.com/sharedfiles/filedetails/changelog/1222324217
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+ GenMod Hard Mode is a modular system which increases the game difficulty level, the modules are available under Miscellaneous files.
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+ GenMod - Translation - Deutsch ist unter Miscellaneous files zu finden.
Deutsche Übersetzung - Info
Die deutsche Übersetzung befindet sich noch am Anfang
Es werden auch nochmal alle Vanilla-Einträge übersetzt um einen gleichen Übersetzungsstil zu erzeugen. Ansonsten erfolgt die Übersetzung nach und nach.
Reihenfolge wie ich es übersetzen werde:
- Technologien (Abgeschlossen)
- Bau Kategorien (Angefangen)
- Gebäude (Angefangen)
- Items (Angefangen)
- Dialoge (Ausstehend)
- Beschreibungen (Ausstehend)
Es handelt sich um ein SubMod was die Einträge überschreibt, daher wird das Original-Mod benötigt.
In der Lade-Reihenfolge muss es unter GenMod stehen, um die Einträge zu überschreiben.
Wenn die Übersetzung soweit abgeschlossen ist, werde ich hier auch die kompletten Features auflisten.
10/10
You know unless you want a broken save...
Thanks for the great mod. Kudos
Thieves backpack has a severe combat speed penalty despite being far more ergonomic than the primitive wooden packs. Because combat speed is much more important than modest stat loss, this actually makes the primitive packs a far better option for combat. Seemed like an oversight or arbitrary stat adjustment.
Those Thieves packs will get you in a lot of trouble, as I just found out. Only mention this for the betterment of the mod. I just tweaked it back to how it was in previous versions. Kind of funny, but I almost squad wiped because of these bags lol. They went from the best bags to trash bags..
Not that it matters, especially not more than a year after the fact. Dev has already shown how little they care about feedback. Best he could offer was a snarky dismissive comment almost two years later.