Kenshi
27 ratings
Terran Empire Bandits (Expansion and Fixes)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
24.087 MB
6 Aug, 2019 @ 8:42pm
10 Mar, 2021 @ 4:38am
13 Change Notes ( view )

Subscribe to download
Terran Empire Bandits (Expansion and Fixes)

Description
Adds a new bandit faction to the world of Kenshi, the Terran Robber Barons, lead by the infamous Baron Rowan. They have spawns all over the western coast of Kenshi, some of the inland areas, and in every major faction's turf. They are hostile with all major factions but are somewhat friendly towards Mongrel and Cannibal Hunters. Furthermore they are at war with the Dust Bandits for control over the Border Zone where Rowan is rumored to have built his castle.

The Robber Barons are made up mostly of Terrans but they have consripted some greenlanders, scorchlanders, and Shek into their ranks. They are considered rebels to the Terran Empire back in their homeland, a rogue military force that decided to try and carve out a kingdom of their own under the former Guardian and former hero, Rowan.


Changes to the Terran Empire Armory+others:
-Fixed the glossy sheen on the textures of the gear
-Rebalanced the weapons so they are in line with vanilla weapons
-Split up the Terran smithing tiers into 5 sets; Milita Arms, Soldier Arms, Imperial Arms, Noble Arms, and Royal Arms.
-Added mk 6, 7, 8, and 9 weapons. mk 9 is uncraftable but can be found on various Terran faction leaders.
-Added the Terran races to the racial lists of a few other factions so you should see them roaming around in the world at large.

Just a fair warning; this mod adds a lot of spawns, some of them incredibly large. While the militia and spearmen units aren't particularly powerful, the Knights can be a challenge for midgame characters while the Rebel Sentinels and Rebel Wardens are particularly well equipped. Killing Baron Rowan weakens the faction's more dangerous spawns but they'll still generally be swarming in areas that don't have a strong military presence to contain them. Makes the north-western half of the map a lot more dangerous


An alternative version without roaming squads: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1845781438


Credit to leo95d for the Terran Empire Armory that inspired me to make this and for all the models! His mod is also required for this one to run properly!
Popular Discussions View All (4)
2
26 Aug, 2019 @ 12:25am
PINNED: Bug Reports
Raine
0
6 Aug, 2019 @ 10:40pm
PINNED: To Do List and More
Raine
0
10 Aug, 2019 @ 4:15am
Ordo Mortem Alliance
Raine
14 Comments
WITHERS BIG NATURALS 21 Dec, 2024 @ 9:46am 
i wish there was a version without the additional races lol love having knights just running around
Kurteous 20 Sep, 2024 @ 1:38am 
I don't know if it's just me, but for some reason the bullets being fired out of the rifles are sideways instead of being pointed out of the barrels of the gun. Is there a fix for that?
I3eauLeBoi 19 Jan, 2023 @ 1:07pm 
Well, i could suggest to have just a little less in the Leviathan coast. There's like, constant patrols. More then any other zone i know so far.
Raine  [author] 19 Jan, 2023 @ 11:03am 
It's been sort of mentioned before. Balancing the patrols is an ongoing project though I haven't been able to really work on the mod for some time due to irl complications.
I3eauLeBoi 19 Jan, 2023 @ 9:36am 
Not sure if anyone ever mentioned this, but the amount of baron patrols is CRAZY. There's so many of them ANYWHERE in the top left of the map. Armies! i never knew it was this over the top.
Raine  [author] 6 Apr, 2020 @ 5:35pm 
@Samualt Hadn't planned on it originally but I can add it in with the next update whenever I find the time to work on this mod again. The dialogue side of things still needs work and the base raid/allied reinforcement goals still need a bit of tuning and testing.
Samualt 6 Apr, 2020 @ 9:20am 
Not sure if there is one already i just havn't seen but if you could add a start where you play with the bandits as your allies that would be really cool.
Raine  [author] 14 Aug, 2019 @ 12:52am 
Actually just went ahead and pushed forward the stat nerfs now since everything else I was working on immediately was finished. Most of the bandits saw about a small 4-5 point stat reduction, though the more elites saw their stats drop by closer to 10 points. Basically Wardens should be closer to my original intention for them, being roughly paladin level even with the Highlander and Midlander combat stat boosts applied to them. Finally enabled the Robber Baron unit proper (smaller Rowans) which saw fairly significant nerfs to their base states but should have the same effect as what the Wardens do, bringing them closer to High Paladin levels of combat ability. You can find them at the head of the (supposed to be rare) Elite Army spawns.

Alternatively killing Baron Rowan will also disable the stronger spawns, but they hopefully won't be city destroyers anymore.
Raine  [author] 14 Aug, 2019 @ 12:22am 
@steepbutton No problem ^^ I can do that.

@UMP45 I'll be toning them down a bit in the next update, nerfing stats across the board and reducing spawn rates a little bit. I apologize for any inconvenience they've caused to your game, still looking for that delicate balance and I underestimated how much the racial bonuses would actually improve them. Original stats were designed to roughly mirror the Holy Nation troops. Racial unit spread favors spawning in Terran humans, of which 2 out of 3 of the Terran races have bonuses favoring combat stats. Combined with all the actual elite units (sentinels, wardens, everything related to Ordo Mortem)....well they're overdue for a balancing ^^;;
Gumiiho 13 Aug, 2019 @ 6:34am 
is there a weaker version these guys are destroying all the cities