Kenshi
Lunar Kenshi Overhaul
moonracer  [developer] 16 Jun, 2023 @ 4:25pm
Changes
Release version 1:


Armor and Clothing adjustments:
-Combat buffs/debuffs adjusted. Medium armor also hinders movement to some degree, but not as bad as heavy. Torso/arms affect dexterity. Legs/shoes affect dodge.
-Cloth and leather based armors lack cut efficiency. Chain and Plate based armors have it. This makes more sense than completely removing that mechanic from the game. Chain and Plate based armors also have high enough cut efficiency to make it beneficial.
-removed "level bonus" (in editor) stat as that breaks cut efficiency.
-Many hats don't hide hair.
-Most light clothing offers unarmed bonuses.
-All clothing offers some defense (just very little).
-Weather resistances balanced. Leather offers acid resistance, plate offers burn resistance.
-Stealth bonus of clothing nerfed. Either halved or removed. Though some have less severe debuffs as well.
-Footwear values are rebalanced. Wooden sandals nerfed.
-Some armor pieces have been moved from one crafting bench to another depending on what the primary material is.
-Merged 'Ninja Mask Undumbed' (rotates the mask 90 degrees).
-Renamed and adjusted gas masks. Given generic instead of faction names. Now light, medium and heavy head armor.
-Lantern Value, icon, description and how you obtain them has changed.
-Martial arts bindings no longer give a buff to attack damage, now have a small buff to defense skill.

New Armor and Clothing:
-Added Hack Stopper Helmet and two options to get the blueprints for the full set.
-Added Shek Beakthing armor, legplates and helm (as well as a custom variant of rag armor). Integrated these into Shek faction to give them more of a theme.
-Added 'More Plate Opitons' mod to the game and rebalanced/integrated them into the world.
Added Martial Arts Bindings [leather] to the game.
-Added belt-slot variants of gas masks and goggles, plus blueprints, to various vendors. Unfortunately characters can't spawn with them.

Weapons:
I've made edits to most weapons so that each class stands out and each weapon has a reason to exist. Balanced indoor penalty against weapon length. Meitou weapon distribution has been adjusted, so some characters have different weapons.

Katana Class:
Increased bleed multiplier and cut damage multiplier as that is their signature function.
Topper stands out in this class for doing some blunt damage and being kind of a heavy katana.
Ninja blade stands out for trading cut damage for armor penetration and being the most effective in unskilled hands (for this class).

Polearm Class:
Higher indoor penalties. Staff has a defensive bonus. Naginata Katana trades blunt for more cutting damage.

Blunt Class:
Indoor/attack/defense bonuses adjusted.
Mercenary Club, Spiked Club and Jitte length increased from 18 to 19.
Weight modifier should reduce weapon weights for higher quality blunt weapons (all but iron stick and club).

Saber Class:
Length of most sabers is 20 (some were 18)
Most sabers had very little stat difference, so I tried to keep distinguishing traits very minor in most cases.
Desert Saber has a 1.25 bonus to damage against animals and the racial damage bonuses removed.
Longsword armor penetration debuff was greatly lowered as I consider it similar to the Ninja sword as a viable stabbing weapon.

Cleaver Class:
Weight and length adjustments.
Flesh Cleaver trades robot damage for animal and human damage.
Short-Cleaver is lighter and does less blunt damage.

Heavy Class:
Plank is more of a blunt damage weapon and Fragment Axe is more of a cutting weapon. Blunt damage of both is lower than before, so they should be easier to use.
Exile Plank and Bull Horn Axe stats match this change.
Falling sun does more animal damage and I removed the specific racial damages.
Heavy weapons all get -4 to defense.

Crossbows:
-Spring Bat is slightly more accurate at higher quality levels and better range. Max reload time tweaked (fix).
-Oldworld Bow MkII slightly more accurate and better reload time.
-Bolt count per stack doubled and weight increased by about 50%
-Junkbow and Toothpick are 10% less effective against skeletons.

Martial Arts:
Adjusted Martial Arts settings (Rebitaay's Sensible Martial Arts). Plus some personal adjustments.
Robot fists have material type metal.

----Weapon manufacturing
Weapon Models now have generic names signifying quality.
Quality for each weapon model adjusted slightly to better fit color coding.
Some manufacturers have a slightly wider range of weapon models and the% chance of each model type is adjusted.
Skeleton Smiths description changed as their weapons are widely used by characters/factions in the game.
Ancient Manufacturer renamed "Common" with a new description.
Unknown manufacturer description and stats changed.
Player faction can now research up to Masterwork II (Edge Type 2). Though their stats will still not match Edgewalkers.

Rusted Junk 5 Junk III 5
Rusting Blade 10 Junk II 10
Mid-Grade Salvage 15 Junk I 20
Old Refitted Blade 20 Novice II 25
Refitted Blade 25 Novice I 30
Catun No. 1 30 Apprentice III 40
Catun No. 2 35 Apprentice II 45
Catun No. 3 40 Apprentice I 50
Mk I 50 Journeyman III 55
Mk II 55 Journeyman II 60
MK III 60 Journeyman I 65
Edge Type 1 70 Master III 70
Edge Type 2 75 Master II 75
Edge Type 3 80 Master I 80
Meitou 100


Medicine
-Advanced splint kit resized to the same size as a basic splint kit.
-New materials (Sterile Cloth, Healing Salve, Surgery Kit and Surgical Tools) need to be researched and crafted to craft first aid kits. First aid manufacturing is now much more of a process and some items need to be crafted in different workbenches.
-Characters consume first aid kits much faster at lower skill levels. You may want one or two people to be medics early on rather than let everyone fill that role.


Food:
-Advanced Cooking enables you to craft Ration Packs.
-A new blueprint for sale enables you to craft Gristle Flaps.
-Food nutrition value and costs have been adjusted.
-Chewsticks and Rations have a 2x stack bonus.
-Some crafting requirements have been adjusted.


Economy:
-Many item values adjusted.
-Many vendor item lists edited. Changing what is in shops and what spawns in the world.
-Raw Iron, Copper and Raw Stone are no longer trade goods. This means you can't sell them at 100% value any more. This does not affect values of items crafted with these ingredients (making electronics and iron plates much more attractive).
-Crafting fabric with hemp is now slightly less efficient than with cotton.
-A full set of ceramic ware to match the high end pearl ware can be found in the world.
-Medical Supplies and Luxury Goods weigh more and are more expensive, making very good trade items for profit.

Faction/Town Trade Economies:
-Adjusted the trade economies for major factions and added new ones for a few minor factions where it made sense and seemed lore friendly.
-Created additional "half destroyed" variants of the major trade economies.
-Changed the trade economies for town overrides so that the world economy shifts depending on world states.


Training:
You must find or buy all training blueprints. They are expensive but train all core stats to 30. You can find most for sale in shops. Thief training is only available from shadier merchants.

Perception training can double as a guard post.

Legendary Training blueprints exist for each weapon type (including martial arts but excluding turrets). These blueprints unlock training areas that have no level limit. Finding and obtaining them all will be a considerable challenge.


Buildings:
-Containers generally have 2x storage space.
-Food storage counts as a resource storage so cooks can pull ingredients.
-Animal Feeder counts as a resource storage so cooks can pull ingredients.
-Gates are 3x stronger.
-Walls are 2x stronger.
-Riceweed storage containers can be placed outside as well as inside (vanilla fix).
-Crops are more versatile in that they can be grown in more climates, but with significantly less efficiency than ideal locations.
-Replacement Limb storage container.
-Resized many crafting benches to fit in buildings better (slightly smaller).
-Resized fabric looms to make more sense (larger).
-Added hydroponic Cactus and Cotton farms. All hydroponic farm production and consumption is relatively close to their medium farm equivalent (buff).
-Prisoner pole blueprint can be purchased from slave traders. These count as Camping furniture (no town flag). However, prisoners will increase hunger faster (1.3x) due to exposure to the elements (to make them less appealing than prisoner cages).
-L-house and Longhouse buildings don't consume power.
-Remove dust effect from interiors.
-Research benches given a 10x stack bonus for QoL.
-All research benches use the small (research bench 1) model and you can upgrade from 1-6 without building a second bench.
-Buildings in towns are generally much more expensive to purchase (depending on faction).
-Item furnace turns items into plates, but now requires power to run (slightly more balanced than similar approaches).
-Medical Workbench increases Labor instead of first aid skill.
-Training has been overhauled. Harder to get, but more powerful.
-Rain collector renamed "Water Collector" and now passively collects water (much more useful).
-Added sitting pillows with meditation, flute, lute and water pipe animations into the mod and set up a few furniture swaps for factions. Blueprint to craft water pipe (hookah) is in swamp vendors. The rest are in "Random Furniture".
-Mounted Crossbow mkI, II and [Light] variants fixed to prevent accidental downgrade.


Camping (none of these create a town):
-Added a second Animal Feeder that just holds Foul Raw Meat and has a 5x stacking bonus. NPCs can also pull from it for crafting. Good for feeding animals on the go.
-Added seating to the camping category.
-Added a dried meat chest to the camping category to make early game cooking more streamlined (allows automatic cook and store).
-all training stations technically can be used in camps, since they don't create towns.

NPCs:
-Skeleton P4 unit and Soldierbot race are now playable and in character creator.
-Many NPCs have shopping lists, more money and shopping added to their AI Package. Shopping lists are slightly randomized per day so behavior is less predictable than other shopping mods.
-New and replaced hairstyles.

Race Changes:
-Hiver Race stats have been adjusted. Drone, Prince and Soldier stats are mostly equal between South, West and Deadhive races. Workers are weak but fast. Soldiers are tanky but slow. Princes are in the middle and have perception and ranged combat bonuses.
-All humanoid races checked and chance to hit right arm lowered from 60 to 40 to match other playable races (seems like a fix).
-Skeleton races adjusted. P4 unit is good at crafting and range. Base skeleton can do martial arts. Soldierbot is melee focused.
-This is a first pass, and I will likely make adjustments.

Animals:
-Missing Swamp Turtle animation restored.
-Fixed spider hitbox so ranged NPCs can hit them.
-some animal speeds adjusted.
-bonedogs less likely to chase limbs in combat.
-Increased Bonedog speed and decreased bite range slightly.
-Crabs are immune to acid damage, slightly faster max speed, much faster in water.
-Crabs have custom stats, giving them higher toughness (shell).
-Crab Tournament crab stats are also unique per crab.
-Crab portrait further away (since they are big).
-Skin Spider, River Raptor and Leviathan now drop Raw Meat.
-Gurgler squads can have crabs with them.
-Gurgler stats bumped slightly.

Stats:
-More NPCs have unarmed combat skills (mostly special characters).
-Many skills adjusted for higher end NPCs (like guards of world state NPCs).
-Most prefab stat sets used for multiple NPCs have been tweaked. This includes the stats of many NPCs you can recruit or hire.

Equipment:
-Mercenaries typically wear mercenary leather or plate armor instead of samurai armor now.
-Slave Hunter clothing is more diverse.
-A few NPCs have a wider range of weapons they might spawn with.
-UC Samurai Scouts have a 10% chance to spawn with Ranger crossbows.
-More soldiers have first aid (or better quality). Officers have splints and food.
-Bounty Hunters have more diverse weapon options (including a rare chance of crossbows).
-Shek have restrictions on what headgear they can wear due to horns.

Factions:
-Altered Shinobi Thieves faction relations to lower chances of unintended conflict.
-Some characters have points in stealth skills, to make them a little harder to imprison.
-Reaver Ironclad now wear Hack Stopper helmets. Blueprints for the full set obtainable in Ark.
-Increased guards in Mongrel with an extra squad of ranged/turret guards.
-Slightly buffed Flotsam ninja stats.
-Some shek squads have bonedogs in their group.
-Two nomad towns have new Hunter (guard) NPCs to keep those areas from dying too easily.

Dialogue:
-Edited dialogue for NPC recruitment to adjust prices.
-Edited a few word swaps to identify southern hive races as hivers.
-Removed recruit stat limitation checks in all dialogue.

Unique NPCs:
-Made adjustments to Quin, Dack and the town Scraphouse (mostly vanilla edits, no world edits) to prevent common issues.
-New looks for several unique characters (especially recruitable ones).
Last edited by moonracer; 9 Aug, 2023 @ 8:51am