Kenshi
Equinox Overhaul
Canadianeurysm  [developer] 5 Feb, 2023 @ 5:09pm
Patch Notes
Equinox v1.4.17 Patches/Content Update first half

Patched an issue where Vagya's Scope would crash the game
Patched an issue where some food items were not appearing in certain ovens
Added some new Dialog to Cat (Pending Final Completion Still)
Added some new Wordswaps for more dialog variety

Equinox v1.4.16

- Fixed an issue where crafting certain prosthetics would cause the game to crash
- Fixed an issue where Mystery Meat could not be placed into food barrels

Equinox v1.4.15 Hotfix Patch

- Fixed an issue where soap was not craftable

Equinox v1.4.14 - Hotfix Patch

- Fixed some issues with the balance/crafting tree of Primitive Crafting.
- Fixed a number of issues related to Holy Nation Worldstate Triggers

Special Credit

- @Afyrius Animation Patches integrated - Huge thank you for fixing a number of animation issues with Equinox
- @Excitement New writing/lore content related to Yabutta Bandits

Fixes/Rebalance
Equinox v1.4.13 - The Yabutta Update


- Fixed an issue where Primitive Seed Collection was not appearing in any reasearch/craft trees
- Resolved an issue where primitive hacker weapons cost more than other weapons.
- Rebalanced primitive weapon crafting (necessary as a result of a bug with crafting)
- Fixed an issue where some contributors were credited twice in the splashscreen
- Reworked the splashscreen to make a more clear distinction between contributors and those who directly worked on Equinox
- Decreased the glboal spawn rate of baldness
- Fixed an issue where all Bathhouse Patrons were bald and used generic bodies
- Fixed an issue where Gnash/Guts/Rusty's death item's had 0 value


New Content

- Added 25,000 / 50,000c. Recruits - Relatively strong recruits for later game recruitment at a high cost
- Yabutta has more worldstates
- Diversified Yabutta Bandits races
- Yabutta Dialog package extended
- Dialog related to Yabutta and his faction is expanded
- Yabutta bandits are buffed to reflect relative power of other warring factions in their region
- Releasing Yabutta has much greater affects on the UC
- New Lore Books about Yabutta
- Added a chance to have cripped beggars spawn in various UC Cities, more or less based on world state
- Yabutta Bandits can give free body guard contracts to allied players
- Yabutta Bandits have more dialog
- Yabutta Bandits have more worldstates

Equinox v1.3.12 Hotfix

- Increased the spawn rate of the Mobile Skeleton Repair Bed by 5% in tech hunter shops
- Added blueprints for Mobile Skeleton Repair Beds to Tech Libraries
- Significantly increased the spawn rate of Mobile Skeleton Repair Beds in end-game areas
- Added the Mobile Skeleton Repair Bed as a potential vendor item in robotic limb shops (all high tech)
- Increased the monetary value of the Mobile Skeleton Repair Bed by 30%
- Increased the weight of the Mobile Skeleton Repair Bed from 20kg -> 25kg

Equinox v1.3.11 Major Update

New Integration

- Advanced Camping - Newly added integrated mod

Rework

- Added Advanced Camping assets into numerous places of Primitive Crafting, it is now more clear which building is which at a glance
- Rebalanced various aspects of Primitive Crafting
- New Farming balance for Primitive Crafting
- Fishing now included in primitive tech
- Some items bumped up a tech tier in Primitive Crafting
- Added cotton farming to Primitive Crafting
- Added fabric creation to Primitive Crafting
- Rebalanced Primitive Medicine to reflect this
- Integrated Advanced Camping into Equinox, including adding all vegitables within Equinox in the "Planter Boxes" and rebalanced crafting prices accordingly

New Content

- Expanded UC Great Desert Worldstates when Tengu is killed
- Expanded dialog package of General Shoji
- Renamed Samurai Junta to Desert Sun Order
- Added United Peoples Republic Faction (Related to Worldstate triggers)
- Expanded upon the UC civil war in the Great Desert when Tengu is killed
- Adjusted some trade prices based on worldstate



Fixes

- Fixed an issue where Leather was required to craft some items in Primitive Crafting, but there was no way to create Leather from the Primitive Tree
- Fixed an issue where some characters would speak to the player as if they were carrying the naked/no armour dialog package book when they were not
- Used the Advanced Camping Mod to make some Primitive Tech Buildings looked more unique/apart from others

New Lore



Known Issues

- Hand Crossbows still don't fully work properly
- CMK Animations do not work with all of the races included within CCO
- CMKKilling Time bathtub will rarely spawn with the water disjointed from the tub, making for extremely abnormal visual apperance

Equinox v1.2.11

Fixed

- Athena's Recruitment Dialog can no longer be repeated if you are already an ally of her faction
- Marquet's Bounty should work now
- Raw Meat Storage now properly contains all meat types
- Fixed various characters spawning without bounties when they should spawn with bounties
- Fixed an issue where some end-game prosthetics were not craftable
- Fixed an issue where Marquet's Arm was listed as a right arm but in reality was a left arm (now is a right arm 100% of the time)
- Bounty Books for new bounty characters will now appear in shop pools of factions they are wanted by

Rebalance

- Rebalacned the Material Requirements for some end-game prosthetics and reduced the TL requirement

Known Issues

- Some races from CCO do not support CMK Animation Packs (Palelander, Colored Skeletons)
- Some races from Mogwai's More Skeleton's do not support CMK Animation Packs (Taskmaster, Infiltrator, etc.)

Equinox v1.2.10

- Fixed an issue where some end-game crafting recipes did not work correctly

Equinox v1.2.9 - Hotfix

- Fixed an issue where Ol' Rusty and Guts were not spawning

Equinox v1.2.8 - The Hives & Renegades Update


- Buffed the Bugmaster - Bugmaster is now a real endgame threat, instead of being an absolute pushover like he is in vanilla
- Overhauled the Southern Hive, if the Queen is killed or captured powerful Deadhive takover the Royal Valley and Greyshelf, they can spread into other territories if factional leaders are dead
- Overhauled the Western Hive - Better Deadhive Spread/More reactive
- Added "Deadhive Guardians" as a check-and-balance to stronger Deadhives, a neutral faction which wanders areas in which Deadhive are present and hunts/kills them to protect the Wastelands (Also featuring ~100 new dialog lines)
- Expanded Grass Pirates Faction - Added a leader
- Expanded Steppe Swashbucklers Faction - Added a leader
- Expanded the Grass Pirates - Added a leader
- Lots of new dialog related to the Grass Pirates + The 2 newly added offshoot factions, they're very quarrelsome and fight among themselves


Bug Fixes & Rebalances

- Skin Bandits No Longer attack cage occupants (Issue had re-surfaced from some AI editing, but has now been fully patched)
- Fixed an issue where Basic Sanitation did not appear in the T1 research tree
- Fixed some crashes
- Adjusted the stats of one endgame character who was too strong to realistically fight
- Readjust the price of various items from Equinox which had significantly lower prices than intended
- Fixed various faction-specific issues
- Forced Recruitment Integrated to all NPCs (Generic) - Advanced coming with specific faction overhauls


Equinox v1.1.8

- Added "Mystery Meat" and "Unknown Meat" so regular raw meat is useable as a stopgap for outside species mods
- Fixed an issue where Stone Mining Research didn't work

Equinox v1.1.7

New Content!

- Swamp Parasites will start appearing in the swamps and other wetlands based on worldstates
- Revammped some research/crafting
- Overhauled unique Character "Luquin" - More dialog, buffed stats, some unique interactions
- Expanded Bathhouse Worldstate chatter, the Bathhouse Patrons are now even better dispensers of lore/information
- Esata has a special gift for mighty warriors
- Overhauled Ruka - Some unique dialog/interactions

Bug Fixes

- Fixed an issue where Wild Seed Collection wasn't working
- Fixed an issue where beds were healing too quickly
- Fixed an issue with Lumber Farms functionality in Primitive Crafting
- Fixed an issue where Esata could spawn multiple times
- Fixed Turtle Grannys Spawn
- All Tattoos including ones from Tattoos Expanded are craftable with the correct research now
- Fixed an issue where Natsumi Gang would fight itself on certain worldstates
- Fixed an issue where Cat's Armor did not appear in any crafting menu - now appears in Leather Crafting
- Fixed an issue where Primal Player Characters spawned without a personality

Balance Changes/Tweaks

- Nerfed unique Recruit "ADA" and moved her location, lower assassination/theivery skill + harder to access - should now only be attainable in the "mid game"
- Revampped Bathhouses
- Animals now drop fats, which can be refined into soaps **Not all animals drop fat**
- All animals now have the proper meat
- Expanded the Pool of Weapons which the "Holy Sword" can start with, increased bounty to account for this
- Adjusted the stat randomization of most starts, most starts now begin with between -10 to 10 in each stat randomly

QoL Changes

- Sinks can now be used to produce water
- Healing Showers added, researchable alternative to beds with slightly stronger healing
- Luquin is now a guaranteed recruit, you have the choice to take him or not.
- Primitives should now be able to eat automatically from primitive food storage
- Most starts now have the "Equinox Guide Book" - A handy guide to Equinox, starts that exist for testing purposes do not have this

General

- Removed "Raw Meat" from the game as its not used anymore
- Renamed "Dried Meat" to "Mystery Meat"
- Soap can be crafted
- Herbs can be grown in Hydroponics
- Water is now 1/2 the inventory footprint, but double the weight

Equinox Update v1.0.7 Hotfix
- Primitive Crafting is now EXCLUSIVE to the Group of Primitives 5/10/Solo Start
- Primitive Food Storage Technology Added (Should support auto-eating)
- Swamp Parasites turned back on
- Swamp Parasite Worldstates turned back on
- Fixed an issue where some animals did not have the correct meat
- Added unique icons to numerous food items
- Fixed various issues with cooking
- Bathhouses have been re-vamped and redesigned
- Added CMK Killing Time Addon
- Fixed an issue where primitive chests were not craftable (sorry about the delay on this one, I thought it was already fixed a long time back)


Equinox Update v1.0.6
- Fixed an issue where T2 primitive research was 15.000% speed
- Fixed an issue where Chef's Ovens did not function properly

Equinox Update v1.0.5 Hotfix
- Fixed an issue where several buildings had the wrong description in Primitive Crafting
- Fixed an issue where primitive ovens didn't work
- Made Weights more rare/uncommon for balance purposes
- Investigated an issue where Athena's Barracks Floor 2 was inaccessible, seems to be an inconsistent problem with the engine itself. Working on a fix

Equinox Update v1.0.4 Hotfix
- Fixed some issues with Primitive Crafting
- Fixed some issues with Primitive Research
- Fixed an issue where Garrus had the dialog of a unique recruit
- Fixed an issue where primitive weapon crafting was not giving weapon smith/engineer experience points
- Adjusted the damage on Primitive Spears slightly for more balanced scaling
- Fixed several issues with Forced Recruitment of prisoners
- Fixed some Shek-Specific dialog issues

Equinox Update v1.0.3
- Resized various icons down for better inventory management/balance
- Fixed an issue where the forced prisoner recruitment was not working properly + expanded its conditions
- Fixed an issue where some modded areas had floating buildings/walls
- Reworked all "wanderer" based starts - start now has random stats between -10 to 10 in every stat, possible starting items and clothes expanded to a random pool
- Added most modded food items to normal bar shops
- Corpses now weigh 35kg instead of 30kg to facilitate slightly faster early game strength training
- Strength training speed adjusted, now roughly +30% speed
- To facilitate realism and prevent cheese large animals should no longer be carriable (a couple were missed in the first patch)
- MA damage readjusted back to normal numbers
- Several items now have icons


New QoL Item

- Added Weights -
these can be bought from wandering traders, sometimes in adventurer shops, or blueprints for the machine to create them + weights themselves can be bought at Tech Hunter Library
- they weigh 50kg each and can be stacked up to 3 times
- they cost roughly 1500 depending on where they're bought
- they can be built using iron plates and raw stone

Equinox Update v1.0.2
- Fixed some crafting issues with primitive crafting
- Fixed a couple grammar/spelling errors in dialog
- Added new town "Lost Skeleton Town"
- Integrated Wakigawa's Animation Overhaul into the mod

Equinox v1.0.1 Emergency Patch
- Fixed numerous factions spawning without weapons
- High quality lanterns are no longer blindingly bright
- Fixed an Issue where default start started with ration packs
- Fixed a pricing issue on a couple items
Last edited by Canadianeurysm; 10 Jun, 2023 @ 11:53am
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Showing 1-15 of 172 comments
Obisam 7 Feb, 2023 @ 7:51pm 
I have started a 100 hour long game with the Genesis mod to discover Kenshi because the base game aspect of city felt a bit... Empty. But after 100 hours, I can say that Genesis has a lot of problems concerning collision terrains, empty spaces in custom cities and many bugs (especially when characters get stuck everywhere).

When the mod authors were asked about these issues, they responded "We don't want to work on the bugs we want to add more things first", and I think this sentence represents their mod pretty well.

Anyway, I was talking about Genesis because I feel really happy that you guys made such a cool overhaul, AND you fix stuffs during each patch. I'm gonna start a new game with the Equinox mod, and this time I hope I won't get stuck everywhere or find too many empty towns x)

Thanks a lot, and also do you have in plans to remake the crafting menu? Because scrolling to see each item's description to find polearms, heavy weapons, legs or boots to craft is a real pain. I wish we had at least a search bar or a sorting by category button in Kenshi.
Canadianeurysm  [developer] 7 Feb, 2023 @ 8:03pm 
@Obisam Great to hear, be sure to look at the information under the "Important!" tab on the main page for the best user experience.

I plan on patching out as many issues as possible before expanding content and features. User Interface in Kenshi is notoriously bad and I'm not really sure there's a way I can fix it.

There are also planned future content patches that have yet to be revealed in a private build I'm working on. But it's unclear when it will be release-ready.
Obisam 7 Feb, 2023 @ 8:12pm 
Originally posted by The Fork Microwaver:
@Obisam Great to hear, be sure to look at the information under the "Important!" tab on the main page for the best user experience.

I plan on patching out as many issues as possible before expanding content and features. User Interface in Kenshi is notoriously bad and I'm not really sure there's a way I can fix it.

There are also planned future content patches that have yet to be revealed in a private build I'm working on. But it's unclear when it will be release-ready.

Very cool, I personally trust more mod authors when they fix their stuff before adding things. Also I forgot to ask, but should I install the 256 persons squad mod, is it compatible or this a feature you added? I don't see it anywhere but it feels like an essential mod for Kenshi nowadays x)
Canadianeurysm  [developer] 7 Feb, 2023 @ 8:13pm 
@obisam comes pre-included.
Obisam 7 Feb, 2023 @ 8:14pm 
Originally posted by The Fork Microwaver:
@obisam comes pre-included.
Thank you very much you don't suck a lot.
Bubba 11 Feb, 2023 @ 6:39pm 
So i guess you want these here now. Funny enough spawning on raptor island. There is no cooking method off the start to cook raptor meat. And the dwarf crabs on the island spawn regular meat from vanilla which there is no recipe for anymore.
Bubba 11 Feb, 2023 @ 6:41pm 
The crafting tree worked on a new game. Maybe it didnt work before with crafting because of the importing after you made the tech tree update. The group i had was old and thus didnt have it on importing? idk
Canadianeurysm  [developer] 11 Feb, 2023 @ 6:42pm 
@Bubba Raptors just have garbage meat, they're not meant to be edible. Dwarf Crabs are an external integration that still need some tweaking. The reason the primitive start is on Raptor island is because it's very safe.

I am aware some animals lack the new meat, and it needs to be adjusted. It's in the patch notes but this panic patch has messed up the workflow pretty significantly.
Last edited by Canadianeurysm; 11 Feb, 2023 @ 6:43pm
Canadianeurysm  [developer] 11 Feb, 2023 @ 6:44pm 
I'm hoping now that the primitive craft issue is fixed I can slow down a little and do a bigger patch. That problem was a big one that needed an immediate fix so a few things that I am aware of had to be pushed back a patch to get it live.
Canadianeurysm  [developer] 11 Feb, 2023 @ 7:00pm 
@Bubba Meats fixed, I will include it under the umbrella of Patch 1.0.7, if there is nothing more pressing this will be the last change for this version. Thank you for your patience!
Sammi_TG 11 Feb, 2023 @ 10:41pm 
Does the Cannibal expanded mod break anything?
Canadianeurysm  [developer] 11 Feb, 2023 @ 10:59pm 
Originally posted by AverageOhioResident:
Does the Cannibal expanded mod break anything?
Yes, any of the "Faction Expanded" series are a direct incompatibility
Canadianeurysm  [developer] 11 Feb, 2023 @ 11:32pm 
Originally posted by AsoXOツ:
Thanks for an incredible mod. I'm loving the vibe it creates. The only points i have pertain to trouble with the campfire / cooking different foods from animals. The campfire won't let me place raw meats directly into the campfire input because the grid is totally red. I have to queue cooking up to get around this. Some cooked meats still show a raw meat image. The input grid is always redded out and the beak thing meat has a glitch where you can make infinite cooked beak thing without using raw meat from inventory and I can't place it even if I select it from the queue menu because Input grid stays red. Is this a mod conflict issue or is this a bug? Also is there a way I can manually amend some values on armor sets for my own game balance?

You need to select the meat type in the craft menu to get it to craft the desired meat. The infinite Beak Thing meat is fixed, as for rebalances if you know how to do it in the FCS you can do it but there is no way to change values in-game
AsoXOツ 11 Feb, 2023 @ 11:47pm 
Originally posted by The Fork Microwaver:
Originally posted by AsoXOツ:
Thanks for an incredible mod. I'm loving the vibe it creates. The only points i have pertain to trouble with the campfire / cooking different foods from animals. The campfire won't let me place raw meats directly into the campfire input because the grid is totally red. I have to queue cooking up to get around this. Some cooked meats still show a raw meat image. The input grid is always redded out and the beak thing meat has a glitch where you can make infinite cooked beak thing without using raw meat from inventory and I can't place it even if I select it from the queue menu because Input grid stays red. Is this a mod conflict issue or is this a bug? Also is there a way I can manually amend some values on armor sets for my own game balance?

You need to select the meat type in the craft menu to get it to craft the desired meat. The infinite Beak Thing meat is fixed, as for rebalances if you know how to do it in the FCS you can do it but there is no way to change values in-game

Thanks Fork - Now that I know it is based on the queue that answers one of my questions - However, I don't see a way to cook the default "raw meat" that you can purchase from traders because there isn't a way to queue up the default "cooked meat" if you know what i mean? . Is this just me being really ignorant? Sorry if it is haha. ^_^. I can amend using FCS for the set that i want to amend. Thanks again for an awesome mod. My favourite part is that the nights actually feel like nighttime ^_^ .
Canadianeurysm  [developer] 11 Feb, 2023 @ 11:51pm 
Originally posted by AsoXOツ:
Originally posted by The Fork Microwaver:

You need to select the meat type in the craft menu to get it to craft the desired meat. The infinite Beak Thing meat is fixed, as for rebalances if you know how to do it in the FCS you can do it but there is no way to change values in-game

Thanks Fork - Now that I know it is based on the queue that answers one of my questions - However, I don't see a way to cook the default "raw meat" that you can purchase from traders because there isn't a way to queue up the default "cooked meat" if you know what i mean? . Is this just me being really ignorant? Sorry if it is haha. ^_^. I can amend using FCS for the set that i want to amend. Thanks again for an awesome mod. My favourite part is that the nights actually feel like nighttime ^_^ .

Uh no that is correct, it can't be cooked and its actually slated for removal in the next patch. I've not hard removed it yet because it's still needed for a couple things I'm doing but I am going to disable it by next patch which will probably drop sometime next week.
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