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  1. Seelenschwarz
    Seelenschwarz
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    • 9 kudos
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    + 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.

    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
    -----------------------------------------
    + 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:  
    Show


    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.
  2. BardoFlyhm
    BardoFlyhm
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    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.
  3. Zadroid
    Zadroid
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    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.
  4. ronyalan
    ronyalan
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    • 14 kudos
    a must have mod 

    10/10
  5. KemiDoesGaming
    KemiDoesGaming
    • member
    • 1 kudos
    It looks like some of these changes are also added in by UWE. Is this mod compatible with it or will it cause redundancies?
  6. jackjack86
    jackjack86
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    • 38 kudos
    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?
  7. ryan7251
    ryan7251
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    going to take a"wild" guess and say you need to make a new game to use this mod?
    You know unless you want a broken save...
  8. STuRoK83
    STuRoK83
    • premium
    • 28 kudos
    can you buy the alpha animals from a Caravan?  Or am I supposed to get the TameBeasties mod?
    Thanks for the great mod.  Kudos
    1. Seelenschwarz
      Seelenschwarz
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      • 9 kudos
      You need Tamebeasties + Comp mod
    2. STuRoK83
      STuRoK83
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      • 28 kudos
      Ok, thank you!
  9. TanRhd
    TanRhd
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    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!
  10. HeressJonnny
    HeressJonnny
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    Where or what can be used for general food storage? 
    1. Akatosh137
      Akatosh137
      • member
      • 0 kudos
      i had the same problem general food storage stores no food -.-
  11. surg23
    surg23
    • supporter
    • 7 kudos
    Possible balancing oversight:

    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.. 
    1. ChickenSupreme9
      ChickenSupreme9
      • member
      • 4 kudos
      That was an intended nerf, yes. They do have penalties, but they also provide a nice bonus to stealth and dodge as well.
    2. Seelenschwarz
      Seelenschwarz
      • member
      • 9 kudos
      There are also tactical backpacks....
    3. surg23
      surg23
      • supporter
      • 7 kudos
      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.       
    4. Seelenschwarz
      Seelenschwarz
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      • 9 kudos
      just put it here to share it to none-steam users. Im not very active here.
    5. grinningsphinx
      grinningsphinx
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      • 2 kudos
      Agreed...30% seems very arbitrary.