Kenshi
Equipment World States [BETA]
30 Comments
Frantsuzhan 13 Feb, 2024 @ 9:36am 
Русская версия этого замечательного мода находится тут https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3160075401

Great thanks to the esteemed author for his wonderful work:sta2yes:
Frantsuzhan 13 Feb, 2024 @ 2:58am 
Thanks for clearing that up. And thanks for your mod, it's improbable :goodidea:
Dawud Sandstorm  [author] 13 Feb, 2024 @ 12:48am 
@Frantsuzhan It's my bad, it's supposed to be required.
Frantsuzhan 12 Feb, 2024 @ 11:48pm 
Good day. I want to localize your mod using a patch to another language, so I have a question: Your mod requires a different mod (cloth armor), but it is not stated in the description of the steam. So, another mod required for work or is it your mistake and inattention?

thanks in advance for the answer.
Dawud Sandstorm  [author] 25 Dec, 2023 @ 3:40pm 
Improved Dust Bandits raids, now if the initial raid fails they'll come back with an army. If you defeat the army they'll leave you alone. They will attempt to extort you again if you defeat one of their rivals and may send multiple attacks before leaving you alone.

In the base game even if the army wasn't defeated they'd still stop demanding tribute and if the guy asking demands was beat up they'd just send another instead of trying to get revenge.
Dawud Sandstorm  [author] 25 Dec, 2023 @ 3:35pm 
Fixed Some factions spawning without medkits and as a result dying off.
Dawud Sandstorm  [author] 16 Dec, 2023 @ 7:02pm 
I probably shouldn't expect a response to this, but I'll ask it anyway. Of people who have played this mod, what do you think of it? And what changes could be made to make it better? I ask because I wanna get back into modding this, but don't really know where to start.
Dawud Sandstorm  [author] 28 Sep, 2023 @ 9:48pm 
Update List of World States
It now includes a more detailed list of Southeast World States.
Dawud Sandstorm  [author] 28 Sep, 2023 @ 6:18pm 
Fixed Bug where Reavers would have a 50% chance of spawning advanced raids before conditions were met. Fixed bugs where certain Reaver patrols would only spawn with Ironclads.
Dawud Sandstorm  [author] 28 Sep, 2023 @ 10:28am 
Work on world state raids, Anti-Slavers now hostile to Skin Bandits. Dust Bandits also start spawning in Holy Nation Territory if Seta is killed.
Dawud Sandstorm  [author] 25 Sep, 2023 @ 10:31pm 
Currently working on Allied Reinforcements. Making them more responsive(ie more likely to help). Also gunna make the Anti-Slavers hostile to the Skin Bandits after a test in which the Anti-Slavers sided with them while trying to 'help'.
Dawud Sandstorm  [author] 12 Sep, 2023 @ 8:25pm 
Updated Reaver Slave Raids to respond to World States.
Dawud Sandstorm  [author] 11 Sep, 2023 @ 7:31pm 
Finished UC Raid World States. Now all UC raids will respond to World States. They will also attempt to collect taxes in the Holy Nation if it collapses. This results in them also trying to collect taxes in stupid places like the Iron Valley and Venge, but I don't really have a way to fix that. Maybe I'll just change them to wear protective clothing so they don't melt while trying to collect.
Dawud Sandstorm  [author] 26 Aug, 2023 @ 9:58am 
I got done with most UC Raids and fixed Elite Manhunters Spawning early. Added Some pictures of Rebel Farmers and a picture of the Elite Manhunters
Dawud Sandstorm  [author] 7 Aug, 2023 @ 8:21pm 
Half way done with the UC raids, and all raids should function with the current state of the mod. The only problem I've found is that when a world state changes campaigns are reset in order to start a campaign with proper equipment. This is inevitable with how the game works and is the only way to apply the Equipment world state without potentially breaking things.
Pode 6 Aug, 2023 @ 6:24am 
Damn. Hang on to that equation and beat people over the head with it any time they ask for a compatibility patch with mods that add world states.
Dawud Sandstorm  [author] 5 Aug, 2023 @ 10:14pm 
Fixed Holy Nation Base Raids, gunna work on the UC Raids.
Dawud Sandstorm  [author] 5 Aug, 2023 @ 3:27pm 
*I only disabled the EWSs states for raids not patrols and outposts, those will still be affected by this mod.
Dawud Sandstorm  [author] 5 Aug, 2023 @ 3:23pm 
I thought it worked the same way for raids, but unfortunately it did not. I have to create new world states for all the raids in the game according to ((base world states + 2^equipment world states)-1) * number of raids. This is a fuck ton of work .

For example the Holy Nation has 11 base raids and roughly 8-10 hidden raids activated by triggers. I would have to create and test nearly 100 world states just for the Holy Nation alone. I did this yesterday, last night, and today, and it took roughly 12 hours to program and test, and all for only one(admittedly important) faction. The only other faction I've done this for is the Dust Bandits, the Southeast Factions I temporarily removed the EWSs and the UC I'll get around to in a bit. I'll have the fix in an update soon, I'm just kind of exhausted and felt like explaining what exactly was broken.
Dawud Sandstorm  [author] 5 Aug, 2023 @ 3:23pm 
I thought I might need to explain what the bug is and why it's so severe. Basically, every world state I have regarding equipment has to deal with a base amount of world states already involved in a faction + world states that influence their equipment. In practical terms I have to create ((base world states + 2^equipment world states)-1) world states for each squad or settlement I affect. The bright side is that once you set up a base squad/settlement you don't really have to do it again.
Pode 4 Aug, 2023 @ 1:03pm 
No worries man, take the time you need. Hope things get better for you.
Dawud Sandstorm  [author] 4 Aug, 2023 @ 10:43am 
Sorry for the lack of updates, I've had alot of personal issues as of late.
Dawud Sandstorm  [author] 30 Jul, 2023 @ 9:16pm 
It's gunna be alot of work to fix and require a fair bit of playesting. It might be a bit before I can get more progress with this mod, but once I got it sorted it out I'll finish up the UC Factions and start working on the Swamp factions and Shek Kingdom.
Dawud Sandstorm  [author] 30 Jul, 2023 @ 7:36pm 
I added world states for the Dust Bandits, Manhunters and Starving Bandits, but while doing so found a bug with raids testing it. It's not game breaking or anything, and raids will still work, just sometimes might be a bit stronger than expected.
N3arlyHeadlessNick 27 Jul, 2023 @ 7:36pm 
Favorited to watch how this goes! Got an already bloated mod list, so I shouldn't even be here looking at more, but I am. And I'm glad I did lol This seems cool as hell!
Pode 23 Jul, 2023 @ 8:24am 
Will be watching with interest. Props on an extremely ambitious and awesome idea.
Dawud Sandstorm  [author] 23 Jul, 2023 @ 3:16am 
Oh right, this also applies to raids, so if a faction you pissed off starts winning expect stronger raids.
Dawud Sandstorm  [author] 23 Jul, 2023 @ 3:10am 
I'm still working on the losing faction stuff, it's not really meant to necessarily strengthen them as much as offset all the shit going wrong. I have it so that if the United Cities lose Stoat then the rebels loot the armory there and become much better equipped, and if they lose Sho-Battai organized armies of well trained and equipped rebels start to spawn and cause havoc. I wanna have it so that armies of Manhunters and City Heroes, armed and trained by deperate nobles fearing for their lives, clash with rebels armed with looted weapons and anything that can spared by a desperate Holy Nation that just lost one of its main commanders. It's meant to represent the chaos of a country whose army is collapsing and is in the midst of losing a major war and descending into anarchy.

Additionally I plan to make it so outposts beef up their defenses as things go wrong, specifically slave camps since as it is a rebel army can single handedly wipe one out.
Dawud Sandstorm  [author] 23 Jul, 2023 @ 3:10am 
Well, in practice if you kill a leader important to the other side's war effort, say Inaba in the United Cities or Valtena in the Holy Nation, the soldiers on the winning side would start spawning with higher Attack and Defense stats and better armor and weapons. At the same time their respective rebels would get stronger as their government weakens. If they win a bit too hard, they'll start penetrating into core territories and attacking regions with people they don't like. Right now I'm working on an update that makes it so the Empire invades Okran's Valley after Valtena is killed and the Holy Nation invades the Hidden Forest if Tengu and Inaba are killed, so expect stuff like that.

Also NPCs in cities and outposts of the winning side get stronger as well, so it'll be harder to roll them back once they start winning.
Macropod 23 Jul, 2023 @ 1:27am 
Sounds great. And what does it look like in practice? What exactly is the strengthening of the faction in distress?