Kenshi
The End Game - BETA
53 Comments
Afterlife 11 Jul @ 8:33pm 
ABANDONED :c
Krarus 3 Dec, 2020 @ 11:17am 
hella fun mod ngl
Nhostar 30 Mar, 2020 @ 3:50pm 
I'm about to see if I can live without changing The Hub. Hopefully it's all good.
toontaco  [author] 30 Mar, 2020 @ 2:03pm 
If the Hub isn't changed at all there won't be any conflicts. If you do change the hub, the Cultists are still around and that will pretty much never conflict with anything.
Nhostar 30 Mar, 2020 @ 1:54pm 
Ok good to know thanks. I just started redoing my mod list, so as long as I avoid doing anything to The Hub directly I'll have a better chance of finding him?
toontaco  [author] 30 Mar, 2020 @ 1:28pm 
If you're running Expanded Cities: The Hub, Apocaly probably won't spawn. You need to find the cultist, who is a very rare spawn in the Border Zone. They aren't attached to any cities so try searching around, maybe you'll find one in a bar, maybe you'll find one on patrol.
Nhostar 29 Mar, 2020 @ 9:35am 
Where have people found Apocaly or the cultist in the Hub? I'm running Expanded Cities: The Hub, Expanded Cities: South Hub, Gen Mod, and Living World if that helps.
toontaco  [author] 13 Nov, 2019 @ 4:21pm 
@happy
Where are you encountering him? He should be rare. Did you change your squad spawn rate in the options menu? That could make him much more common. I think you also asked in the suggestions post, I went into more depth there to help trouble shoot why you're encountering him more than I intended.
happy 13 Nov, 2019 @ 3:35am 
"A Shifty Man hunts you down!"
he does, but he also spawns every new location I travel to.
I'm not sure forcing the same combat every 20 minutes will end up fun.
Good mod apart from that, but the shifty man gives me urges to just uninstall the mod.
Maybe I got unlucky with his spawnrate.
[RaW]Raider 8 Oct, 2019 @ 1:53pm 
Heheh... Too bad I saved with my guys right among a group of them because when I loaded after the fix they immediately turned hostile and started killing all the anti-slavers single-shot... Well, let's see if I can salvage this madness and do some ninja medicing xD
toontaco  [author] 8 Oct, 2019 @ 11:17am 
@Pakislav Fixed it - Horny Bugman Army didn't have a worldstate trigger so I added it. Should be good to go the next time you open Kenshi
toontaco  [author] 8 Oct, 2019 @ 11:15am 
@Pakislav I'll look into that real quick. Gorillo bandits, I never touched, those are vanilla. But the Horny Bugmen thing is something I'll look into.
[RaW]Raider 8 Oct, 2019 @ 10:29am 
Why's there herds of 'horny bugmen' and 'gorillo bandits' strolling around if I didn't activate the apocalypse?
GAAP 7 Oct, 2019 @ 2:03pm 
College e courses and exams can drive a man crazy. But in your spare time you can invite the Mad Cat-Long to join the party and have him shout out your troubles. Mad King rebuilds his Mad empire?
NotFox 7 Oct, 2019 @ 9:42am 
BARMEN RISE UP
toontaco  [author] 3 Oct, 2019 @ 11:36am 
@UrShaukort
I also just sent out a patch so that if the Hub's world state is changed, you can find a wandering lustful cultist who can activate the apocalypse as well.
UrShaikort 3 Oct, 2019 @ 11:30am 
Great, thanks!
toontaco  [author] 3 Oct, 2019 @ 11:20am 
@UrShaikort
It doesn't effect any world states, so it should be.
UrShaikort 3 Oct, 2019 @ 9:00am 
Sounds great! Is it compatible with reactive world?
toontaco  [author] 22 Aug, 2019 @ 2:45pm 
Dust heavies now wear pants into battle
toontaco  [author] 19 Aug, 2019 @ 1:13pm 
The hub man wouldn't be there as due to the world state that specific hub is entirely different than the previous hub. If you want to keep him around without him despawning on world take over, knock him out and imprison him. He'll let you do it regardless because I don't have him set to not talk when imprisoned.
Rattle B0nes 19 Aug, 2019 @ 5:20am 
can it work with take mover the world? like if the hub were to be taken over would the hub man still be there?
Immaluckez 19 Aug, 2019 @ 2:37am 
waw
Mintpenguin 18 Aug, 2019 @ 10:23pm 
Maybe Deadcat could also rise up in defense? And the skeletons in Wend could discover World's End and try to eliminate it. The Leviathans could finally leave the coast in search of people to step on
Kahnoot 18 Aug, 2019 @ 6:46pm 
cant wait to try it
Windows XP 18 Aug, 2019 @ 4:42pm 
Dude...This sounds freaking amazing!!!
NiceToEatYou 18 Aug, 2019 @ 3:34pm 
Updated to say Kung Fu is no longer learned by starving bandits and he instead just increased their numbers
toontaco  [author] 18 Aug, 2019 @ 11:16am 
@Andrini
Do you have any mods that change the Hub extravagantly? I don't think there should be any conflicts but maybe there's an issue with the population of the Hub? His only AI package is to sit in a bar so that's the only place you should find him barring right after game start.
You may also need to import if adding to a previous save (without dead NPCs).
Andrini 18 Aug, 2019 @ 11:02am 
Hey so i can't find Apocaly and i looked everywhere around the hub.
Heathen 18 Aug, 2019 @ 10:41am 
ok thanks didn't know bakeries counted as bars.
toontaco  [author] 18 Aug, 2019 @ 10:38am 
@heathen
he spawns in the town center and proceeds to walk to the bar.
If your hub has 2 or more bars be sure to check them all. Bakeries also count as bars.
Heathen 18 Aug, 2019 @ 10:37am 
Where does Apocaly spawn in the hub I cant find him?
ViceCase 18 Aug, 2019 @ 8:30am 
I would download this mod, but I don't like the idea of bandits being kung fu masters, kinda takes me out of the immersion (muh immersion), maybe just increase their numbers. Maybe more people are displaced and starving from the various battles being waged?
KuanKuan 18 Aug, 2019 @ 7:30am 
COOOOOOL
Hans 18 Aug, 2019 @ 4:19am 
Concur with Daemonic Spoder, making the skeletons go on the march would be awesome.

The skinners setting up camps around the map sounds particularly frightening.
Kaiser 18 Aug, 2019 @ 1:23am 
@Daemonic Spoder i lover that idea, hope the creator puts it in for thought.
Daemonic Spoder 17 Aug, 2019 @ 10:33pm 
Love the idea of some endgame events to shake the world up as we know it.

One idea i'd love to see is the ashland skeletons marching fourth to re-conquer the continent, the threat that the bugmaster has been preparing the spiders for. Maybe even turn the swamps in a huge battlefield with the spiders coming from the east and the legion from the west, then you have the swampers in the middle.

The only way you could stop the invasion is by taking out the ringleaders in ashlands... Or potentially help them by taking out the bugmaster... I just so much potential in this mod and cant wait to see where you take it next.
Warwick🐺 17 Aug, 2019 @ 10:01pm 
ty for the mod <3 and readding your description was funny uwu
Warwick🐺 17 Aug, 2019 @ 10:00pm 
lol the barman has gone rouge
Oled 17 Aug, 2019 @ 6:11pm 
can you add a new member type? like an organiced version of them maybe ex soilders
toontaco  [author] 17 Aug, 2019 @ 11:10am 
@Oled I'll figure out something different then, since the Hungry Bandits appear to be the most problematic change :P
BALTBVLL 17 Aug, 2019 @ 9:26am 
Looks really cool, thanks for contributing to the workshop =)
Oled 17 Aug, 2019 @ 4:54am 
i like the idear and it all looks awsome except for bandits suddently becoming kungfu masters.
toontaco  [author] 16 Aug, 2019 @ 12:28pm 
@foxy
I think I did give them more men. Are they still too easy? I'll look into what I can do. I did make the starver big mob more common than the smaller groups and added the hungry bandit army to a few new biomes, at the very least. My idea is to just give them a non-0 chance of not being equipped at all, give them cheaper weapons, then increase their combat abilities so that they're a little more dangerous but not over whelming. They're meant to still remain a newb faction for you to train fodder on.
CloudsInTheSky 16 Aug, 2019 @ 12:20pm 
toontaco ah I see what you mean. I personally would solve this issue in a more easier fashion. Give them more men in the squad and lower the martial arts, that way they still have a fighting chance but they don't beat everything moving. In my experience more NPCs with medium stats even out in a fight rather than a smaller group with beefed up stats that shred everything in their path. It's just an idea :)
toontaco  [author] 16 Aug, 2019 @ 12:20pm 
@Yum
I'll fiddle with world states and figure out how to add optional triggers to stuff like that. I have a good idea on how to do it. You'll eventually be able to speak to Apocaly about adding more challenging aspects to the world that even expert Kenshi players will find difficult at best and impossible at worst.
toontaco  [author] 16 Aug, 2019 @ 12:17pm 
@foxy
I'm currently trying to balance those guys. If I give them even a modicrum of strength they start to overwhelm literally everything and become too dangerous, but because of their martial arts skill they'd be even more dangerous without it. The logic behind giving them a high martial arts skill is that they're so often left with a broken arm that they resort to martial arts - which turns a relatively harmless character into a deadly foe as they become more and more damaged.
I wrote a lot more on how I want to balance them but it was too long :(
CloudsInTheSky 15 Aug, 2019 @ 11:18pm 
I like the idea of this mod, but I think it's unrealistic to make bandits powerful unarmed characters and then just give them swords that they are forced to use with very low efficiency. I would suggest you just leave them without swords so they pose a challenge instead of looking handicapped like this.
Yum Yums 14 Aug, 2019 @ 8:35pm 
I agree with Antagonist, that would be badass as I have a skeleton army based in skinner's roam, would be interesting to see.
Slizarus 14 Aug, 2019 @ 6:20pm 
I'm excited to try this out when it gets further along, I've taken to enabling Chaos Raid mod and even that's not enough for my murder'bos