Kenshi
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Project Kathun: Reworked
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29 Aug, 2023 @ 3:49am
20 Jul @ 8:43pm
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Project Kathun: Reworked

Description
This mod will appear as "RecruitPrisonersSW" in your load order!

Originally a simple tweak to recruit prisoners, the mod ended up in a direction of fixing, correcting, or adding various things in gameplay of the Project Kathun.

This features more patrols, tweaked buildings, tweaked research, missing crafting options for some food and backpack items, a handful of events, bugfixes, and general tweaks that made personal gameplay enjoyable. Some proven and tested examples of these are:

-Jedi and Dark Jedi affiliates receive raids if they obtain the rank of master, associated with the attention they drawn hunting down strong targets. Both of the factions target the same people yet they don't notice the actions of another in the original mod, this is no longer the case. Jedi will assault Sith, Dark Siders will infight and challenge the rule of a newcomer. Every single Jedi and Sith will have a NOTORIOUS bounty against their respective factions, Empire and Alliance. Lightsabers are now more rare and only in the hands of ranked faction members, not just any drifter Force Sensitive you see. Players will also no longer start with one and have to build/find their own.

-Droidekas have been nerfed and reworked. They can only be obtained if you have an outpost and meet a droid caravan. You can also pay Droid Engineers to send them to your outpost to access the higher tier Droidekas. Shadow and Security Droidekas are playable and recruitable, being progressively stronger and higher quality in weapons as well as armor. All droidekas heal very slowly and are quite fragile without upgraded armor/combat modules. Their damage has also been halved.

-Shadow Trooper and SpecForce armor is both protective and stealthy. In Legends and Canon, they are seen with stealth capability. I aimed to reflect this fact in the mod. Regardless of balance, they are an elite unit with rare, powerful armor. I didn't change the armor rating, but I made it not penalize users with stealth.

-Some NPCs and their dialogue have been changed to fit Star Wars lore better. NPCs like Chad and Crumblejon now have in-universe changes. Crumblejon is now a retired elite stormtrooper with a Clone Wars background. He will make various BF2 battle quotes and retain his old grumpiness. Chad will properly resent and refer to the Rebel Cell's general, and not Tinfist. References of God and Okran have been mostly removed to reflect SW canon. Stobe is referred to as The Maker in other context. Damned curses will refer to the Minions of Xendor, Blasting, Spacing and the Thrawn Trilogy curses such as "kark" and "kriff", as well as proper wordswaps for most of these.

-The Holy Nation no longer looks out of place and primitive. They will have uniformed Composite Armor, be starch Imperialists, hate Aliens, and have vile racist remarks for anyone that is of course, alien. They will properly refer to themselves as the Federation of Kathun and play a role in Imperial Occupation. They are still a minor presence in the game, but their books will be in past tense, their culture is fading and dying away. The same goes for the Flotsam, who are properly rebel insurgents in lore that hate everyone outside of the system, as well as the Federation for basically selling out their whole planet to the Galactic Empire.

-Rogue Droid Legions have more faction interactions, are a dangerous part of the world of Kathun, and replace the vanilla Kenshi droids in some areas. They will act as hostile Separatist Holdouts that will attack most major factions and people on sight. They are also common guards of the various ruins, labs, and armories in Kenshi not owned by a specific faction. They will expand when the Cannibal Grand Wizard is killed, build camps, and have moderately powerful patrols. Clone Wars weapons can be obtained more commonly from armories and a game start to play as a CIS Holdout exists for challenge.

-The Community Part Map caused a bunch of errors with the clothes and armor in this mod. I went through each and every piece of armor I noticed in FCS and fixed the maps myself so anyone using this mod can enjoy compatibility. Point at any pieces I missed and I will fix it.

-Endgame bosses and loot is more rewarding, some dialogue has also been restored to add more character to some of them.

-Most Bandit, Pirate, Dark Jedi, Imperial, Rebel, Droid, or Mandalorian Clansmen can be captured, disarmed, and recruited into your squad just like the Recruitable Prisoners mod. Officers, undead, animals, some unique characters and the like cannot be recruited this way. I also added a secret way to make a boss recruitable that requires considerable stats and effort to recruit.

-The Thieves Guild is now well connected and involved in the war. Depending on who you side with, if you are a member of the guild, there will be occasional events in Alliance or Imperial territory that sends smugglers to your base. You can then use the services of a fence, plastic surgeon, or underworld dealer in these squads. Underworld dealers will smuggle weapons, munitions, food, and armor of the enemy faction.

-A handful of farming produce and food that was not craftable or farmable now is. Some goods can only be farmed hydroponically due to how high tier the food is with lore reasons provided in the desc of the buildings. Hydroponics can now produce any plant, including cotton, cactus, denta beans, and the like. Hydroponics is also easier to unlock. Rations, Caf, and Denta Buns are craftable now as well as the materials required to make it farmable.

-Storage of all containers is improved, gates have increased health to withstand sieges, stormtrooper pauldrons and some backpacks are craftable. All droid parts are craftable with Robotics research, a bug used to not allow droid armor and modules to be built.

-AT-STs and Binary Lifter Droids are now powerhouses able to carry almost anything. AT-STs also gained a buff and are known as AT-ST/Ds, due to their lack of pilot and droid-like nature mechanically. Most droids in the game now have droid brains that you can loot from them to kill them while disabled.

-The Rebel Alliance now has the Chiss race as part of their military and their raids reach very far unlike the Empire. They are a Rebel cell, they are willing and capable to go anyplace, anywhere to defeat their enemy. The Empire is already everywhere and avoiding a raid with them is difficult.

-Added various unique starts ranging from a Mandalorian survivor out for revenge, rogue Separatist droids, a Rebel sympathizer start to mirror the Imperial start, and fixed/added consumable research items in starting leader characters to allow mods that tamper with research/building to flourish. Also nerfed/rebalanced the gear in the Force Sensitive starts, making survival and acquisition of a lightsaber much more rewarding.
Popular Discussions View All (3)
11
21 Jul @ 4:42pm
Addons and rambling
Pico
1
28 Jun @ 8:18pm
Recruiting
GxtFxcked
16
13 May @ 1:20pm
FAQ for Project Kathun: Reworked
Shogun_Sorrow
836 Comments
Kapysta 1 hour ago 
эххх был бы перевод на русский....
Shogun_Sorrow  [author] 10 hours ago 
@fettideluxe The crystal cave has a RNG to spawn mats and random crystals. Jedi Knights and Dark Jedi Knights in the endgame raids have crystals, Krosag has his, and there is an Obsidian Cave later in the Jedi/Dark Jedi questline that has crystals/crystal mats as well. Small variety of them.

Also, possible, I will have to look at it's mats as I was considering giving Jedi/Dark Jedi this as well instead of masks.
fettideluxe 12 hours ago 
Would it be possible to make a a invisible Spec Ops Duster(belt) Variant? It glitches out of the most Helmets sadly.I Iooked through the patch notes and found that you buffed the crystals you find in the quest Caves, the only one I found was at Krosag is that right?
@shogun_sorrow

Thank you a lot love the mod
Pico 21 Jul @ 6:43am 
I have some unfortunate balancing news: Racial damage bonuses on ranged weapons don't work. I tested both ways to add the bonus on a blaster.
Shogun_Sorrow  [author] 20 Jul @ 5:39pm 
@Zoe_God_the_Prince_of_Persia

Debatable, Binary Lifters are great with crates, but the AT-ST/D, another droid/tank you can buy if you are Imperial-Aligned is just as good and arguable better due to being superior in combat. Though for a simple droid-- Binary Lifters carry slightly more. Droidekas can also carry quite a bit with their module and can fight well. It's matter of if you prefer to smuggle and fight or carry giant caravans.
@pico

I’ve seen it now that I checked that, thank yku :bad_beauty:
Pico 20 Jul @ 3:46pm 
@Zoe
The binary loader droid is supposedly one of the best, if you also buy a cargo crate for its backpack slot. They are sold in Droid Engineer caravans that come to visit your outpost. I think their outposts should also have them? Since they are treated as animals, you just talk to their Engineer owner to buy them

But the mod’s description would also tell you this. Be sure to read it thoroughly. There’s also an FAQ discussion post.
Hey my B if I shouldn’t post a question here love the mod, excellent experience so far.

I can’t seem to find any droid beside the B-1 and supers, and 1 astromech. I saw somewhere that astros were basically useless though.

Which droid is best for hauling and where can they be found? I heard the Gonks are great but can’t find em
Pico 18 Jul @ 2:02pm 
I didn't realize at first, but thank you for buffing the ammo quantities in this mod. Being able to carry so many more charges really helps to field a blaster team, and especially makes some power cell weapons more appealing to use.
In my current save file, my team consists of 7 battle droids who all use ranged weapons (so far, all E-5 and SBD blasters). It's very satisfying.