Kenshi
Alternate Game Start - Ironclad Errants - 11 new game starts
45 Comments
Whitebeard 2 Dec, 2024 @ 5:10pm 
R.I.P.
ForgeTec  [author] 27 Feb, 2019 @ 7:57pm 
yeah my goal was to work with the idea of attrition over scream and run - basically the more fights you get into the less likely you are going to do well without stopping and healing so while the first few groups aren't a huge threat if you don't build a base and use beds to recover you can quickly be overwhelmed
CPT Drumheller 27 Feb, 2019 @ 12:47pm 
"My goal is to make them able to hold off a 8 man group of dust bandits with 50% knocked out or less - this at first might seem more over powered but when you figure in heal rates and not being able to heal before the next wave so that you can slowly be chipped away if not carefull and over extend yourself"

ahh thank you so much! I just got this game and it's annoying that you're a grown character who's been surviving in the world and there's no start where you can actually survive being attacked by any groups of anything! Especially since there are never groups of less than like 5-10 enemies and if it's a lone enemy you can pretty much be assured it's going to slaughter you.
ForgeTec  [author] 13 Aug, 2018 @ 4:04pm 
actually working on a V2 of this now - aiming that each start will be balanced in a lore friendly armor and weapons

My goal is to make them able to hold off a 8 man group of dust bandits with 50% knocked out or less - this at first might seem more over powered but when you figure in heal rates and not being able to heal before the next wave so that you can slowly be chipped away if not carefull and over extend yourself
GhostAssassin 11 Aug, 2018 @ 9:04am 
if u go to flood plains west to floatsan ninjas, north of rebirth, in one of the towers/ruins there is a bunch of crates on 2nd floor. one of them has a fog mask
Trigon (The Trash) 1 Aug, 2018 @ 4:41pm 
I've gotten my fog masks from shinobi traders. They look like ninjas and live in towers.
oll707 21 Jul, 2017 @ 1:58am 
Ok thanks ) And thanks for mod )))
ForgeTec  [author] 20 Jul, 2017 @ 1:49pm 
it really has no armor or anything its just cool looking
ForgeTec  [author] 20 Jul, 2017 @ 1:48pm 
its one of the the models in but the reason isn't items - the fog in game later will be toxic except those with masks but till they add the toxicity the mask has no purpose and as such is just a cute item - I added it to several recruits and some scavenger shops though but its a semi rare item
oll707 20 Jul, 2017 @ 1:38pm 
Oh i see, I just wanted to know (i started to Play in Kenshi not long ago) where can i finde that mask in the game ?
ForgeTec  [author] 20 Jul, 2017 @ 12:14pm 
there fog mask's only a few of the starts have them
oll707 20 Jul, 2017 @ 11:35am 
Sorry maybe it is not right to ask from you, but where can i finde those gasmasks or buy ? Because I cant finde it on chars from your Game Starts.
ForgeTec  [author] 26 Apr, 2017 @ 6:16pm 
I still use it it shouldn't cause any crashes as all the data in its custom info meaning it shouldn't conflict with anything as they have there own unique Id's and are not modified vanilla assets
Datetha 26 Apr, 2017 @ 3:25pm 
Anyone still using this mod? Having trouble with crashes.
ForgeTec  [author] 27 Oct, 2016 @ 3:14pm 
well I also just kinda face palmed this time around and just made the guards meaner - really only cannibles and fog men in the area I'm in so the guards are able to end them pretty fast - there is around 20 Elite Guards there in town plus 15-30 normal people which kind of ended the issue

I'm actually populating the town now and testing a new start in it that will let someone start in the town and to make sure it works properly - has 2 bars 1 of which will be mostly skells the other mostly errants - I'm working on a spider vendor similar to the holy empires farm animal vendor as well
Hallows Elf 27 Oct, 2016 @ 2:57pm 
So the perfect balance?
ForgeTec  [author] 26 Oct, 2016 @ 12:57pm 
its more location to close to fog and its waves of fog men and to far into the wilds its leviathians - I'm actually got around 10-12 hours on this one and nothings happened - I am doing spiders backed up by skelletons crossbows even levis have a issue with this set up
Hallows Elf 26 Oct, 2016 @ 11:56am 
Any chance to have it be small and heavily fortified rather? Or add a few more spiders to the mix in the city rather than people as a solution?
ForgeTec  [author] 26 Oct, 2016 @ 7:38am 
well I'm actually building a city now but I'm balancing look / location / defenses

I made 2 that looked great till a few large monsters over ran the town eating the npc's and if its to big and heavily fortified it doesnt' fit the feel of a small group of people (under 2000 compared to the empire of millions

but the phase is -
phase 1 city / shops / bar stocked with errants
phase 2 errant patrolls between mongrel and their city as well as in foglands
phase 3 caravans in other parts of the world with secret errants (will have some defining atribute)
phase 4 new texture packs for the new weapons armor and such
phase 5 full dialogue and lore
Hallows Elf 26 Oct, 2016 @ 7:27am 
Nice, I'll stay tuned to see where this all goes defineately looking forward to the custom content, plus I'll have a reason to go into the foglands beyond having a deathwish.
ForgeTec  [author] 26 Oct, 2016 @ 7:19am 
honestly they see skeletons in a nuetral way they think of them as individuals but at same time the insane ones that roam the old world areas they find more interesting - same with spiders and the other mechanized creatures - they realize their numbers are small and they don't have the power to go 1 to 1 with the other factions which is why they are willing to risk the fog and other places to gain the power they need to reshape the world

the short version is they don't have a problem really with anyone as a race - most errants are actually human and skelletons

I'm hopeing to allow for some new weapons and armor as well and quest when the frame work comes out for them
Hallows Elf 25 Oct, 2016 @ 1:32pm 
Funnily enough I named my spider bot "Servitor-110" I'd love to see an actual cyborgian servitor in game aswell, I like the questionable science approach. Also how do they feel about Skeletons? As I have a few in my group.
ForgeTec  [author] 25 Oct, 2016 @ 1:15pm 
well the errants were always thought of as a forgotten tech style people which will have things others don't allowing them to be dangerous with smaller numbers

as for lore yes some is already in game hidden but I can't really say much but they will be kind of a group that has some desperate moral choices of what they are willing to do to survive

Example - one of the things with them I'm trying is a bit of play on warhammer 40ks servitors in short they will be a kenshi themed version - it kind of goes to the whole if your world is being threatened what dark places would you go to preserve it from others - and they have merged tech and man into a horrible if slow and stupid creature - they will be strong and hard to kill but expensive to hire on as soldiers they also will heal faster and require robotics to repair them - even been working on a custom skin for them
Hallows Elf 25 Oct, 2016 @ 1:00pm 
Looking forward to that man, are you gonna have any lore books with the Errant faction? I'm a lore/rp kinda dude. Also for the location foglands and the masks go hand in hand then eh?
ForgeTec  [author] 25 Oct, 2016 @ 9:16am 
well I feel in its primary that kenshi is a sandbox and people need choices - what I think of as hard might be impossible or easy depending on playstyles or someone with little to do in a week who has 40-90 hours of game time a week compared to someone busy might want to play rather then do realism which is why I try to break them up

the faction mod I'm actually working on now and have a city planned NW of foglands (since in theroy no one should be since there is no resources) I'm hopeing to make it look like a outpost more then a completed city and it will sell blueprints for some anti robot weapons that I'm really wanting to make however I'm trying to get in all the ideas first then I'm planning to add the textures over the new weapons and armors to make them their own

after that I plan to keep expanding my buildings mod to add more advanced / low tech items then hopefully adding new textures / looks for them by mix and matching other buildings
Hallows Elf 25 Oct, 2016 @ 8:07am 
Awesome, I'll need to keep my eye on those guys in the cities, and here on the upcoming faction mod, I like the idea of having it seperate for those that just want to quick start.
ForgeTec  [author] 24 Oct, 2016 @ 8:46pm 
I think a seperate mod - I prefer seperate ones as it allows custimization by players - then they can mix and match as much or as little as they want

I did however already add some errants to the line up of recruits you can get in citys they are not as powerfull but should be easily spotted by the masks

I've got a few other ideas but its kind of like what Is possible vrs whats in my head and how to combine them
Hallows Elf 24 Oct, 2016 @ 8:25pm 
Man, talk about hype, any plans to add those masks/the hood mask when you fix it to vendors? Or add the variant mask models for Tech guards, certain # for workers, etc for the quickstarts or just via crafting? I'm really looking forward to a whole Ironclad Errant faction, I really love their whole aesthetic. Would it be a seperate mod to add the faction or just a plan to expand this mod?
ForgeTec  [author] 24 Oct, 2016 @ 2:33pm 
umm I think I have a mod that unlocks them on my pc so not sure if they are auto in or not anymore

there actually is 3 types of gas mask - fog mask and mask 1 and mask 2 (or 2 and 3 can't remember) not kidding they are called mask #

I've actually been trying to combine a fog mask model and a hood (the actual hood helmet) but for some reason it keeps smushing the characters face in - its part for theme (it keeps the stats of the hood / masks greatest atributes)

I am however thinking of a reskin of a mask for ironclad errants as well as a merc armor to go with this - was thinking of adding our cog and mask icon we use as our flag in games with a grey / black theme with a slight increase in armor as well as cost to make to show its upgraded status
Hallows Elf 24 Oct, 2016 @ 2:05pm 
Also were the fog masks aquireable before this mod? I know they were in the files but kudos for adding them in they look great with the Errant's style.
ForgeTec  [author] 24 Oct, 2016 @ 8:27am 
thx I plan to keep expanding it as new zones / factions / equipment comes out
Hallows Elf 24 Oct, 2016 @ 7:35am 
Just popping in to say this mod is now a must have, 10/10 man.
ForgeTec  [author] 29 Sep, 2016 @ 12:52pm 
so upgraded the mod - now has 11 starts - the hunters was added to show off the new polearms (yay :D) as a more combat oriented start - it is a holy empire start so humans only (working on a shek start and hiver start for when map expands into those areas)

all the rest of the updates have been updated as well - workers will now get staffs - tech guards polearms and heavy tech guards cleavers - as well as long swords being added as well to take advantage of the new weapons / look and feel of the game
ForgeTec  [author] 29 Aug, 2016 @ 5:10pm 
Not Doing any more starts till more of the map opens - Minor Changes might occur if any of the starts have issues.
ForgeTec  [author] 21 Aug, 2016 @ 12:05pm 
Thx I really tried to make them Balanced and look good - I think I spent probablt 15 hours just on costume design and themes I'm glad people enjoy it
RoyalFox 21 Aug, 2016 @ 10:34am 
I greatly enjoy the level of detail you've put into each of the starts.
ForgeTec  [author] 17 Aug, 2016 @ 12:28pm 
Ok updates done - I think when they expand the map I'll add more - or when they add new tech. I'd really like later to make some ranged tech guards when they finally add ranged weapons.
ForgeTec  [author] 15 Aug, 2016 @ 2:48pm 
well I am working now on balancing 2 new builds - the rebel bar / ruins / and "holy errants" are done and really just standard errants in new towns - also doing a build in mongel now which is being a pain since I'm having to add tech guards heavier soldier types to balance the large fog men squads - also making a single squad of tech guards as a 5th start just for people who want to run around without the base component and explore and fight
LongBow722 15 Aug, 2016 @ 2:00pm 
Well, the update is just in time for a restart here too. Got squad-wiped by some berserkers... :steamsalty:
ForgeTec  [author] 15 Aug, 2016 @ 12:03pm 
well I am planning to do a 3rd update this week hopefully that will create several starting points for different games - for instance Rebel base (the hub) - Ruined Holy Outpost (near waystation) - Blister Hill (Holy Empire All Human Games) - and Mongrel

this way people can choose where they want to start for several different building experiences and can really test the system
SlapDickMcRunFast 15 Aug, 2016 @ 11:20am 
Thanks for the update! I just restarted and was a bit confused though lol
ForgeTec  [author] 15 Aug, 2016 @ 11:00am 
Update 2.0
Leader - now has a cap and a Plank Sword for easier to Notice and to increase the attack power of the squad

Doctor - now has a unique look to locate him easier also now in lighter armor to make him less encumbered.
ForgeTec  [author] 11 Aug, 2016 @ 9:57am 
yeah in hindsight should have given him a hat - I put him in a straw hat in my own game I got off a recruit so I could find him later in my own game - if I expand on this I'd probably swap him into lighter armor and give him a hat to make him look different from others
LongBow722 11 Aug, 2016 @ 9:44am 
I like the mod. It would help though if we could tell which is the Doc at a glance. Other than that, it is a nice game start.
ForgeTec  [author] 6 Aug, 2016 @ 8:06pm 
also if you like the mod - let me know might add onto it if enough people want me to