Kenshi
Lost in the Ashlands
Boron  [developer] 10 Mar, 2020 @ 11:10am
[SUGGESTIONS]
Post any suggestions you have in this discussion - quest ideas, elements to include in the wars, unique recruits, new game scenarios, whatever.

I'm interested to hear what you want.
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Showing 1-15 of 16 comments
vizari111 15 Mar, 2020 @ 12:30pm 
Now I know you are technically done with the Pit Fighter start but hear me out... Three unique champions and at the end when you become the grand champion Misha gives you a good replacement arm and gives you the option to join the browncloaks or go your own way.
Boron  [developer] 15 Mar, 2020 @ 12:41pm 
Actually I mentioned in a comment somewhere that I was gonna redo the fights, where your options for each squad are fight 1v1 (with the next member coming out each time and fighting you) or taking them all on at once. That way you can beat through guys and arrive at the champion without having to faff about in his building, confused.

Dymas kinda gives you the option of joining anyway once you've levelled up a bit or become champion. There'll be more assaults and stuff happening with that faction when I start to integrate lesser factions into the wars, too. Unfortunately, I can't give the player a replacement limb through dialogue, only items such as books, meds, money, food, materials and such.
Last edited by Boron; 15 Mar, 2020 @ 12:41pm
OnyxBlad3 15 Mar, 2020 @ 5:36pm 
I had an idea, though its prob not the best. I was thinkin there could be a start where you and a couple of your buddies find an abandoned city and the goal is to fix it up and defend it? Though I think there may be some issues with raids in the early game and which faction owning the base. I love the mod by the way! Keep up the great work my friend :)
vizari111 22 Mar, 2020 @ 6:00am 
Originally posted by Boron:
Actually I mentioned in a comment somewhere that I was gonna redo the fights, where your options for each squad are fight 1v1 (with the next member coming out each time and fighting you) or taking them all on at once. That way you can beat through guys and arrive at the champion without having to faff about in his building, confused.

Dymas kinda gives you the option of joining anyway once you've levelled up a bit or become champion. There'll be more assaults and stuff happening with that faction when I start to integrate lesser factions into the wars, too. Unfortunately, I can't give the player a replacement limb through dialogue, only items such as books, meds, money, food, materials and such.
Well in my game Dymas was bugged out and never talked to me. I would ask him if he needed help and he would get up stay there for 4 seconds and sit down everytime I tried to talk to him so I never truly finished the mod.
Sonderistic 23 Mar, 2020 @ 12:14pm 
I was thinking, maybe independent mini faction wars for each faction? Like a slave revolt could appear in the United Cities, or an uprising of heretics in The Holy Nation. I don't think there would be a way to implement it to make it lore friendly, but just a suggestion
Vraptor 7 Apr, 2020 @ 7:13pm 
The character, Hex, found in Tengu's Vault. When freed, says she is going back to her family's farm in the base game but keeps running forever and has no interaction beyond that. Why not have her go to a destination somewhere in Bast instead? And maybe a bit of character expansion too, for a theoretically cool character; like recruitable under certain conditions if you find her.

Also, I'd love to have more backstory about some of the cool bounty characters like Ghost, Gorillo and others.

I think these types of little character interactions add a lot to the game, personally. It tells a cool story with how the player makes a difference to the lives of people they meet.

Kenshi has a lot of characters already to work with; expanding on some of those relationships in a lore friendly manner would be pretty cool (just like how you've mentioned companion quests!).

Also, don't know if it would be possible to do with the dialogue system, but it would be incredible if under certain conditions companions like Hamut or Miu would leave the party and become hostile if you side with slave traders, or Griffin would not tolerate destroying the Holy Nation.

As for game starts:

How about being a slave trader/slave hunter serving under Lady Kana? Could be a branching questline involving either siding with slave traders and becoming a right hand to Lady Kana, or destroying the slave traders if the character has a change of heart from meeting other characters in the world.

A skeleton start as a black desert city inhabitant would be pretty cool. Imagine being chased out by the skeletons for revealing some private information to a human passerby (or something like that) which alludes to secrets the skeletons are holding and some game lore. Would give the player more context to the world too rather than having to scavenge the world like mad to figure anything out, despite the fact skeletons with special historical knowledge are everywhere.

Lastly; for a true role playing experience, how about skill checks (functioning like persuasion) in dialogues? Unsure if possible, but would be amazing for example, if you could be hired as an army medic in a UC warfront with the appropriate medic skill, or if hivers could be convinced to buy your robotic limbs at higher prices with a high robotics skill ('selling it', like they do with those dang lanterns).
Last edited by Vraptor; 7 Apr, 2020 @ 7:18pm
Boron  [developer] 7 Apr, 2020 @ 8:18pm 
Lots of cool ideas here, many I've considered at some point or another. Character expansions are something I'll probably look into in more depth when I'm finishing up and polishing the dynamic quests as there is definitely a lot of potential there.

Man, I'd love the ability to do skill checks, but I can't. The only things I can check for is whether a character is stronger/weaker than an NPC they're talking to, as well as whether their combat stats are under 25 (this is used as a deciding factor when you free slaves and stuff like that - whether they choose to join you). But, I DO have a couple of other ways of making dialogue choices more interesting. One of the things I've shelved (but works) is 'target types'. Each character in Kenshi has a base 'type', mostly for the AI to know what's what. Civilian, trader, bandit, military, slave, slaver, and so on - some of these types can be used to filter dialogue options. An idea I might come back to when I've implemented a lot of the quests is using different types to grant the player different dialogue options. So bandits are threatening you, and you've got a bandit type, then you see a unique dialogue option like,

> Go pick on somebody your own size. [Have: Bandit Dialogue Tree]

Or you meet some Tech Hunters and they're all suspicious, so you talk to them and notice a different unique option, like

> I'm just out here pushing the boundaries. Cool your heels. [Have: Adventurer Dialogue Tree]

I can also take the same principle and apply it to dynamic quests 'n' stuff. For instance, with the Pit Fighter, say you become the champ. It's fairly simple to add a new dialogue option that pops up occasionally. Or say you've saved a village from bandits, now you have a new, rare dialogue option... so there's that. And a couple other ideas I've been looking at, like using bounties on your characters' heads in a positive way (an 'intimidation' factor, for instance), as well as incorporating other actions into various dialogues as a kind of perk system. Taken down a bunch of bounties? Maybe you have the occasional unique 'Bounty Hunter' Dialogue option. Enemies with the Holy Nation, and you've thrown some of their notables into a peeler? Now you have the 'Spawn of Narko' Dialouge option, and so on. It's hard to say how immersive or in-depth it'll be, and stuff like this is something I'll add on a much later go-around when there's a whole bunch of stuff for me to add it to. I can't make any promises, but there are cool things that I can do.

> Slave hunter start. Added to my list. The current list is about a dozen unique spins, and some of them are suuuuper massive. The prison start, for instance, spiralled from a simple prison break into a whole power struggle thing that I'm still working on (which is why it's taking me so long to get the next update out). Cool idea, though, I like it.
> BDC. Yeah, I definitely wanted some kinda Black Desert start. Something, something, exile. That's about as far as my thought train got regarding that.

> Re: Characters leaving the player, I've messed around with goals 'n' stuff (mostly related to a new, experimental recruitable that's not finished yet, who'll probably take people months to figure out how to use) but I haven't tried to make them leave. It's a cool idea, but I can think of only one way to make it work. Seems pretty unlikely, but it might be possible.

Vraptor 7 Apr, 2020 @ 8:30pm 
Wow, that all sounds great! I really look forward to seeing what you do in the future, I'll be sure to stay tuned in. Been loving the mod so far and playing the Pit Fighter has been amazing. That intimidation for target types and bounties sounds amazing and filled with so much potential too. Thanks for the response!
Boron  [developer] 10 Apr, 2020 @ 11:05am 
If anything I'd make that a kind of unique/dynamic quest. Jobs like those sound interesting until you delve into the details and look at what the player would be doing. If you look at the town guards, they mostly just stand around, guard the gates, and use turrets, so there isn't much in terms of gameplay and it'd probably be pretty boring. An alternative might be something like doing odd jobs for the commander of the guard, like scouting, running messages back and forth, and maybe even looking into local unrest or whatever. Even so, I'm not hugely interested in making glorified fetch quests - if I do give the player a fetch quest, it should be important and have consequences - something along the lines of '♥♥♥♥, this town is about to fall, run and warn our allies before it's too late!'.
Osprey 15 Jun, 2020 @ 2:44am 
Would it be possible for the second empire to expand?
I just think it would be interesting for the second empire to start expanding on a mission to destroy the rest of civilisation
Boron  [developer] 1 Jul, 2020 @ 11:42am 
Heh.

<Reply redacted>
InfamousOwl 17 Feb, 2022 @ 3:15am 
Hey Love the mod been having fun with the pits, just curious will you make it so there is a tournament where they'll hold tournaments of 'squads' or whatnot which has prizes and can be you vs another faction (Minor or Major) and you go through a few rounds with dialogue maybe to confirm able to go to next round, and would be cool if you did start off as a pit fighter that the Browncloaks can have you + few other allies as a prized champion to compete against the other factions as they have to beat you and the other pit fighters to enter
UshankaMan 31 May, 2022 @ 2:07pm 
the pits is impossible to live in as a skeleton. no repair beds, very limited amount of repair kits. i could only find 3 in the entire town and ive already used 2, and i cant get any more from the shops cuz they just wont sell it.
UshankaMan 31 May, 2022 @ 2:11pm 
could also use better limbs in the pits, but id say its optional
76561198824996486 12 Jun, 2022 @ 5:20am 
disable squad size multiplier for all squads added by mod .. with 4x map becomes total war game (which would be awesome if the game engine could actually handle it)
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