Kenshi
Mysterious Fortune (v6.2)
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Update: 20 Dec, 2018 @ 3:45pm

Added another power source and some more lights. Switched a few turrets. Small little patch. :)

Update: 20 Dec, 2018 @ 1:36pm

I forgot to remove the Mercenary Doctors to empty the hospital that didn't work properly!

Update: 20 Dec, 2018 @ 1:12pm

Another update. This fixes the gate issue, allows mercs to respawn, removes limitation for more unique games, and some other things.

  • Changed the Game Start description to mention Rich Character instead of Millionaire.
  • Added functioning gate guards to each gate. They are specially modified Merc Heavies. They guard each gate (which should fix the gate issue) and will regenerate over time.
  • Changed some of the squads a bit. All squads except Sellswords and Techies in the bar will now regenerate if lost. I also switched the faction's formation to military.
  • Removed the roaming squad. Apparently it's more for bandits and the like.
  • Added a few more turrets to cover combat areas.
  • Intended to add a hospital but it didn't work as intended so for the time being the Storm House is intended to be used as a playerhome.
  • Removed all unique races per merc and the rich character. This was such a minor thing which brought even more work to the table. It isn't worth the time to invest into it. This means that all bonuses and penalties to the experience multipliers are getting wiped.
  • Players can now choose any race and subrace for each starting character.
  • Mercenaries faction now consists of Greenlands and Shek.
  • Changed all Mercenary Dialogue Packages to a more.. 'tough' package.

Update: 19 Dec, 2018 @ 10:36pm

This is a large update. Spent about 10 hours today working on mostly the camp. I accomplished and learned a lot. I hope you enjoy this as much as I enjoy making it!

  • With a resource created by Shidan found here,[www.dropbox.com] I was able to create better relations with certain factions. No more will everyone want to kill you. There are neutral, hostile, dangerous, and potential threat factions now.
    • 0 - Neutral Factions: Don't care about you.
    • -25 - Potential Threat: Factions that can be dangerous.
    • -50 - Dangerous Faction: Dangerous, you should avoid.
    • -100 - Hostile Faction: Should definitely avoid at all costs.
  • Starting money has been reduced from $100,000,000 to $50,000.
  • Added roaming squads of custom mercenaries. Haven't tested this yet, please provide feedback.
  • Changed the name of the Millionaire to 'Rich Person,' name of their race to 'Rich Person,' and changed the name of squad to 'Wealthy Escort.' If I missed anything, please let me know!
  • Modified the Mercenary Camp extensively with the help of Shidan.
    • Removed 2 bar squads as to prevent spamming Tech Hunters.
    • Edited Merc Trader squad to exempt guards from using turrets.
    • Added two different mercenary patrols to the camp. One patrols as a group while the other one's members patrol individually.
    • Added Mercenary Defenders, which are an offshoot of the regular mercs, closest to the Merc Trader. Has no armour and 1 less bandage. The goal of these defenders are to man available turrets and patrol as a backup.
    • Swapped the dialogue package for the Merc Trader.
    • Added a 'Sellswords' squad that lingers in the camp. Since all mercs have the Mercenary Guild dialogue package you can apparently recruit them via their leaders. This needs comfirmation. To recruit, talk to a merc in full plate armour.
    • Edited the Merc Trader a bit. Added some Building Materials and Iron Plates to his inventory as well as the chance for maps of the outlying areas.
    • Did a mass rebuild of the camp adding larger walls, some gates, and more room.
    • Regular Mercenary AI allows them (testing) to rescue their fallen comrades.
    • Gates are by default locked. I cannot figure it out. They can be opened by the Mercs and closed by you, but they become locked again. To address this I placed a single turret outside each gate as a temporary measure.

Update: 18 Dec, 2018 @ 7:07pm

This update focuses primarily on creating a new camp, faction, shop, and start location. It also edits the subrace descriptions.

  • Changed all four custom subrace descriptions to better fit their role.
  • Created variation of the standard Mercenary named 'Mercenary Trader' which has no armour or hat. He retains the same stats, weapons chances, and everything else. He also carries 1 less First Aid Kit than regularly.
  • Mercenary Trader uses custom shop list, focusing primarily on all gear present on each of the custom Mercs including weapons and armour. He also sells food and medical supplies. Each item has it's own chance to spawn in the inventory.
  • Created a prototype faction called 'Mercenary Camp.'
  • Created a prototype camp/outpost for the Mercenary Camp faction in Watcher's Eye.

Update: 18 Dec, 2018 @ 2:39pm

Updated the mod thumbnail.

Update: 18 Dec, 2018 @ 1:22pm

This update adds some more to the game start including updated Merc weapons grades, new start location, and subraces!

  • Mercenary weapons grades have been updated. There's 50% chance your weapon will be either Ancient or Catun quality.
  • Currently added a temporary start in or around Watcher's Eye where I eventually intend on making an outpost. Currently it should be underneath or beside a lookout tower.
  • Added custom 'subraces' for each character type to incorporate custom race edits without affecting the default races. Currently they are experimental and are subject to change. Read below for details.


    New SubRaces!
    Please note that these are experimental and subject to change without notice!

    Millionaire
    • Removed inital bonuses of Greenlander subrace
    • Added -20% in Strength, Melee Attack, Labouring, Melee Defence, Dexterity, Turrets, Weapons
    • No positives for Millionaire

    Mercenaries
    • Removed inital bonuses of Greenlander subrace
    • Added +20% in Sabres, Medic, Athletics, Melee Attack
    • No negatives for Mercenaries

    Mercenary Bowmen
    • Removed inital bonuses of Greenlander subrace
    • Added +20% in Athletics, Crossbows, Dodge, Stealth, Cooking, Perception
    • Added -20% in Toughness, Melee Attack

    Heavy Mercenary
    • Removed inital bonuses of Greenlander subrace
    • Added +20% in Melee Attack, Labouring, Hackers, Engineering, Melee Defence, Armour Smithing
    • Added -20% in Athletics, Dodge

Update: 17 Dec, 2018 @ 7:42pm

  • Melee weapon for Merc Bowmen didn't appear due to wrong weapon selection. Fixed now.
  • File name was changed so it isn't called 'Slave' anymore.
  • Variation for Mercs has been changed from 5 +/- to 10 +/- for more unique individuals.