Kenshi
Many More Mercenaries!
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Update: 2 Mar, 2023 @ 3:03pm

-Buffed tech acolyte's stats so they hopefully don't always fall behind the group and die alone

-Changed the AI packages of the Skitari squads to hopefully prevent the weird bug where they'd swap leadership to a non-leader unit after a contract, causing them to endlessly follow each others

-Removed the Disgraced Sheks from shek towns as they'd cause issues. Obviously they'd not be welcome, and it makes sense for them to hang out more in the neutral or independant towns anyways.

Update: 17 Dec, 2021 @ 1:43pm

-Fixed Flagellant oversight causing their bar squads to allow sheks to spawn
-Removed monks from Blister Hill and drastically reduced their spawn chance in holy nation town to limit brawls
-Tweaked monks

Update: 12 Aug, 2021 @ 3:48pm

Tweaked Machinist Minions to be a "Military" faction
Made the Glitchy Knights their own faction in hopes of fixing a bug in Black Desert City

Update: 12 Aug, 2021 @ 7:08am

Removed spiders from Glitchy Knight bar teams and buffed their numbers slightly to compensate. Might remove more animals from bar teams in the future

Update: 6 Aug, 2021 @ 11:05am

Removed Southern hiver mercs from almost every town (except a destroyed variant), their 'infiltration' had been going too smoothly!

Update: 5 Aug, 2021 @ 7:47am

Removed the Crabbers from Mourn, as they are likely to cause trouble
Made the Machinist mercs their own faction with no legal system so they could join fight against the UC and not in-fight with other mercs fighting the UC

Update: 24 Jul, 2021 @ 7:27am

Drastically lowered patrol spawn chances in Dreg and the Cannibal plains

Update: 30 Jun, 2021 @ 6:31am

Added HN bounties on radiant/lanterns
Gave the deadcat group medkits
Some other stuff I forgot to write down

Update: 26 Jun, 2021 @ 2:05am

-Lowered amount of units that spawn in most squads
-Fixed some discrepancies among squads
-Updated name and stats of the HN Pioneers leader

Update: 23 Jun, 2021 @ 12:58am