Kenshi
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Enhanced Survival Challenged 2.61 (increased difficulty)
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9 Jan, 2019 @ 6:49am
25 Mar, 2024 @ 4:58pm
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Enhanced Survival Challenged 2.61 (increased difficulty)

Description
This mod aims to remove the cheese wealth mechanics that make Kenshi too easy, and make your struggling, suffering and overall challenge in Kenshi greater. If you like it leave a thumbs up.

Best played with Jaeger's Realistic Thieving, Shidan's Longer Merc Contracts , and Shidan's Reactive World. For mod load order to work correctly do: Realistic Thieving->longer contracts->ESC->Reactive World.

Economy and Base Changes:
Easy cash cheese mechanics nerfed hardcore. Shops are much more discerning now and won’t pay top dollar for used and tainted gear that was obviously trashed and just looted from a corpse. Sold looted gear sells for a fraction of the price and you will risk starving for a good portion of the game and will cherish hard earned cash much more. Trade good prices nerfed, drug prices nerfed, everything with basing is harder and longer. Bounties remain the same to reward exploration and risk. Click here to see a detailed list of changes.

Combat and Creatures:
Vanilla was too easy with an army of chars, you now need to make the best of a much smaller team and have many of them multitask. Faction limit capped at 12 characters, attack slots increased to 2x, meat and leather drops reduced, maces buffed and various other balance changes. Click here to see a detailed list of changes.

Water is life now:
Water should be one of the most scarce and valuable resources in Kenshi, I've tried some changes to reflect that. Water is reduced in almost all biomes significantly, wells are more labor intensive (even electric ones), and you cannot find water for purchase at any vendors. Click here to see a detailed list of changes.

Differing resources per sector:
Biome resources now scale with difficulty. Easier biomes to live in have reduces resources while harder or specialized ones have more. See Click here to see a detailed list of changes.

Ruins Progression for Base Building
Some key base buildings and research are now locked behind needing ruins gear in order to build them to encourage ruins exploration and make end-game bases more progression based. Highly suggest NOT to set up a base right away as you will be missing key ingredients for many items until you find them in ruins. Click here to see a detailed list of changes.

Personal Statement:
I made this mod mainly for myself. I love survival games that make you struggle, suffer and feel like you just "never have enough". I find it fun being forced to make hard trade offs and tough decisions. This mod isn't for everyone but if you enjoy it, have suggestions, or find errors in it please let me know.

***
3-25-24 minor update

Balanced out hashish illegal prices. See page on econ changes.

3-20-24 bug fixes/tweaks

-Water now completely removed from vendors like it was originally intended.
-Basic wells put back to vanilla in terms of counting as a town.
-Beak things egg price fix. They were intended to be reduced to 1/8 but were accidentally set to 1/64 price. This is now fixed back to 1/8.
-Fixed chainmail blunt bonus across all chainmail like it was supposed to be. Basically all chainmail now has a small 10% bonus on its base blunt protection. So if it was 20% before it’s 22% now etc.
-Continue to refine blunt and maces to make them more practical. All maces except jittes now have an additional +20% robot damage in addition to the faster swing speed and +30% additional armor piercing which was incorporated before.
-Reverted Bulls and Garrus to vanilla stats. They were way too powerful when leveled up with the buffs I gave them. Have kept a slight strength and combat staff buff on bonedogs and goats though to make them more useful in a small squad. Note this means wild ones are also more buff.
-Wooden sandals way too buff. Nerfed to give a flat 5% speed buff and no combat speed buff.
-Put some hashish and bloodrum prices back to vanilla to try and balance them more.


Popular Discussions View All (9)
2
21 Jun @ 6:16am
Where are the Grind Machine pieces?
Dr Fumi
1
1
25 Mar, 2024 @ 5:05pm
Ruins Progression for Base Building Changes
DreadLordNaf
1
25 Mar, 2024 @ 5:05pm
Water is Life Changes
DreadLordNaf
404 Comments
Clark 26 Jun @ 3:09am 
After subscribing to this module, I couldn't find the key items in the ruins, such as "The Eye of the Bone Man". For this, I wasted half a day looking for this item, and also spent half a day trying to figure out which mod required me to look for "The Eye of the Bone Man". The experience was very bad. This module, apart from the technical upgrade issue, is quite good in all other aspects.
DreadLordNaf  [author] 25 Jun @ 12:55pm 
@Tam - Yes if you are running another mod with affects lockers and item spawn chance at ruins, then it could impact your circuitry finds.
DreadLordNaf  [author] 25 Jun @ 12:53pm 
@shimizu01 - I think someone asked that before and we never totally figured it out. "In theory" it should if you load this one after since all it mainly does is affect pricing... If you test out that hypothesis and find out, let us know here.
shimizu01 25 Jun @ 2:03am 
This mod looks really great, is it compatible with Living World?
Tam 22 Jun @ 1:14pm 
Found one, looks rare af
Tam 22 Jun @ 1:03pm 
Where to find advanced circuitry ?
Visited many ruins at north and cant find any.
Can it be due to UWE makes most lockers empty ?
Roulce 18 Jun @ 12:02pm 
Because Tam, people are weak and don't like fun.
DreadLordNaf  [author] 15 Jun @ 6:28am 
@Tam - Glad you like it. To be fair its not for everyone. Some people like playing Kenshi as more a sim-empire type game etc.
Tam 14 Jun @ 2:52am 
I wonder why only 1k subsrcibers, this mod is fucking awesome.
DreadLordNaf  [author] 9 Jun @ 5:05am 
@roughtymes - I didnt. In fact I didnt increase hardly any prices. I mainly focused on mitigating income generation and making that much tougher. Glad you its fun for you.