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- Completely overhauled mod's entire folder structure to adhere to vanilla standards. In doing so, stability and performance have been greatly enhanced.
- ^Some biomes/zones will see quite a noticeable boost of stability and performance.(All meshes and textures, in-game, should load in much more quickly. Up to and including all weapons, armor, races, etc.)
- Completely overhauled all weapon, armor, and item spawns, at all vendors
- ^Essentially, shops will have a much more varied supply of items, consistently(No longer will it be impossible to find an item, as it will no longer be buried under a ton of other items spawning in, instead...)
- Lowered all squad sizes, in the entire mod...(Up to 50%, in some cases)
- ^Specifically, this was done with the intention of having the player utilize the "squad multiplier" in the game settings, to more finely tune the NPC squad sizes overall
- Ensured all squads that need not be effected by the "squad multiplier" are properly set as such.
- ^Such as all shop's squads, bars squads(barhops), etc.
- Balanced and lowered, in some instances, the chances of wrath or vengeance raids from occurring. (This was done in "tiers" so as to have weaker factions with less of a chance of wrath or vengeance raids progressing into further raids...
- ^In some instances, set them to be much smaller in scale, as well.
- ^^Had them have less of a chance of re-occurring after the first one triggered(especially for "weaker" factions)
- ^^^Tiered their frequency and severity, based on faction tier (ie. major, minor, or bandit)
- Made it so that the campaign for killing a faction's leader only has the chance to trigger once.(Although, raids can progress to others still, based upon whether the raid was won or lost.)
- Lowered the size of the vengeance/wrath campaign raids...
- ^This was also done with the intention of having the player utilize both the "squad multiplier" and "raid size" in the game settings, to more finely tune the NPC raid squad sizes.
- Faction campaign squad sizes were set properly in "tiers" based upon the level of faction...
- Created a weapon forge just for the created weapon grades (like one for the Holy Nation, or the Shek Kingdom)[Had the forges unlock with the research that unlocks each of the weapon types/makes]
- ^Multiple tiers, per faction weapon forge type...
- ^^In doing so, took all these weapon types/makes off of the regular weapon forge then, as well...
- Created a generic larger 100% chance bounty(5-10k, major; 2.5-5k, minor) officer character, for all major and minor factions, that has a very small chance to homeless spawn into their home biomes...
- ^Basically, created a new squad, with a new generically named Paladin-level officer, for all factions...
- Completely overhauled all hiver towns, up to and including their capitals. Some towns were even moved entirely...(That is an entire overhaul of over 30 locations on the map!)
- ^Implemented the building assets from both the Hive Buildings mod, by Camelspyder, and Hoser Hiver Buildings mod, by Hoser.(Special thanks, to both Camelspyder and Hoser, for allowing for the use of their mods and their assets in congruence with UWE...)
- ^^Effectively, the hivers now utilize walls and gates, along with having a much more defensible string of villages.
- ^^^Created "metal" versions of all the new Hive Buildings, as well...(Mech Hive)
- Adjusted the naming conventions for the hiver villages, to ensure continuity and logic.
- Ensured all the Hive Buildings are properly researchable and craftable
- ^Setup all Hive Buildings to cost Authentic Building Material and foul raw meat, to make it a little more difficult to build
- Ensured all hiver villages have a unique FCS entry, for overrides and to ensure diversity in design, between villages.
- Overhauled all the Hiver Buildings, to ensure they no longer have misplaced light nodes or turret nodes...
- Setup Hiver Villages, so that a faction's "core" villages are built with larger, more sturdy walls...
- Setup the Southern Hive with proper overrides for the Deadhive taking their villages, with them having a chance to take back some of them
- ^Made it so that the race can't just be wiped out so easily...
- ^^Made it so the villages in Royal Valley stay with the Southern Hive, while the ones in Greyshelf all turn.(The closest armory in Greyshelf, to the capital, is able to be retaken, by the Southern Hive, too)
- Created corresponding interiors, for all added in Hive Buildings, from both the Hive Buildings mod and the Hoser Hive Buildings mod.
- ^Effectively, giving the hivers their own proper feel and depth of an actual full fledged faction.
- Added in 5000+ new names, to be randomly generated for various characters throughout the map. Naming is based upon racial and regional naming conventions.
- Added all kinds of changes to the naming and name swap system, to ensure (generically-named character) names have a chance to be shared across racial lines, beyond just a specific faction/region.
- Balanced all naming chances, for appropriate regional and racial specific naming conventions.
- Came up with names specifically for the hiver characters.
- ^Supposedly, to be "based on the first thing they see"...
- Adjusted all added in names to be of uniform style and such.
- ^All names with a dash in them were made into a single word name.
- Added in a set of names to be utilized by only the hiver races/factions.
- ^Hivers are named based upon "the first thing they see"
- Added a generically generated name chance word swap on all the generically named recruits...(Essentially, instead of only having a pool of ~600 names, these characters will have a pool of ~5,000 names, instead. Depending upon race, region, and faction)[Leads to much more dynamic naming, even for simple recruits.]
- Ensured the various races within mixed factions have the chance to have names more based on their racial and regional background, than their current faction. And vice versa...
- ^This is especially obvious in factions such as the Holy Nation Outlaws or the United Cities.
- Greatly increased the sell prices of all buildings, throughout the map.
- Created and added in severable limbs for all races. Effectively, all races can now lose limbs and equip robotic replacement limbs more readily.
- ^All limbs had corresponding icons created for them, as well.(This includes all Skeletons, Hivers, and Scorchlanders)
- Adjusted all animal races with hair to have more closely matching hair colors to the races body colors. Altered all generic, colored bonedogs to have their hair colors more reigned in to be fitting on the corresponding bonedog.
- Added in Alpha variants of all animals...
- ^There is a 50% chance to spawn one, into corresponding squads.
- Set the "cages lock level," "containers lock level," and "doors lock level" on all factions...
- ^Effectively, ensuring the lockpick skill is no longer a skill to forget and still reap the benefits of it's use...
- Set the "health" of doors on Outpost buildings to be much higher, to balance out their higher lockpicking skill need.
- Set appropriate faction relations, for all factions, in order to lower the chances of neutral factions going to war, along with towns breaking out into all out war between factions that otherwise should not be enemies.
- Overhauled all camp squads, to have more than one squad spawn at them, at a time, along with utilizing the camp, patrolling the nearby biome, and coming back to rest with the wounded on a "schedule," instead of just staying right in the camp the whole time.
- ^This was done for all factions with camps
- Cleaned up the settings on all camps, in general, for a cleaner and more usable camp layout.
- ^Up to an including the inclusion of mounted crossbows, at some camps.
- Tested and overhauled all errors to be found in the Kenshi.log and Kenshi-info.log, that are associated with anything to do with UWE or even vanilla.
- ^This mainly entailed very minor errors/issues, however, in fixing these minor things, it really sped up the FPS and load times, within various towns and biomes...
- Drug trade culture prices, in general, were lowered heavily. Ensuring that illicit goods smuggling/running is still a profitable venture, but no longer an instant "get rich quick" scheme...
- All other loot and such had it's trade culture prices heavily reworked, to ensure it's in line with the new balance for illicit goods prices.
- Lowered the sell prices of all liquor and booze, across the board, on the Trade Cultures of various factions throughout the map...
- Added in small corresponding faction squads, if the player is allied to said corresponding faction. (Ex. Anti-Slaver spawn chances, as spawns in The Great Desert and Hook, if the player is allied to the Anti-Slavers...)
- ^The following factions had corresponding squad spawns set in the listed biomes:
- Dune Renegades(Great Desert), Hook Raiders(The Hook), Holy Nation Outlaws(Okran's Pride), Narko's Disciples(Okran's Pride), Flotsam Ninjas(Okran's Valley), Skeletons(Okran's Pride), Inhuman Hunters(Stenn Desert), Bele'coz(Stenn Desert)
- Removed the "Wrath of the Sands" campaign raid, in general...(The campaign raids sent out by the Yabuta Outlaws)
- Ensured all campaign raids have the proper win or loss triggers set
- ^Prior, some were erroneously set...
- Ensured the display names of all campaign raids are setup correctly(especially the wrath/vengeance variants)
- Ensured copper plates are properly researchable, with requirements working properly
- Adjusted looted items prices back down to 25% again
- Ensured all faction-specific gear is not sold as a blueprint that the player cannot craft...
- Fix for Millet variant of the Pale Ale Malt Silo(manual)
- Ensured all NPC ally triggered campaign raids have the proper conditions set...
- Ensured all Ryestraw baking products are properly craftable, like other baking goods
- Adjusted healing dialogue to not say racial dialogue, without the proper conditions, that way a race wouldn't make note of their same race healing them...(aka. human character saying, "a human healing me!")
- Adjustment for various building interiors to have their proper vanilla interior furniture.(That way, building replacements work as intended, throughout the map)
- Adjusted Lena to not be of the Slave Traders faction
- Ensured coal and carbon have different icons, and not just different names to differentiate them
- Fix for all items' mesh for when they are dropped on the ground, out of the inventory.
- Added in indoor grain processors, so that people can produce more items from within the confines of a NPC town/city.
- ^The indoor variant has a slower production speed and holds less items, than their outdoor counterparts.
- Fix for coal compatibility issues, with steel refineries.
- Increased Gurgler King Polearm stats to 100
- Ensured the Dancing Skeleton had it's proper unique dialogue set up.
- ^This was done for all unique bar dialogues that were effected...
- Added Dried Gristle Flaps to the animal feeder
- Ensured all food items were properly researchable and preparable, within the corresponding locations.
- Added a gas mask to fog islands start
- Some towns were made to properly spawn with skeleton repair kits, out of necessity due to having robotic limbs...
- Swamp animal traders setup to sell spider bags and bonedog/bonecat bags
- Gave unique names to the rest of the generically named towns, scattered around the map. Mainly, of the Nomads faction, such as the previously known as "Settled Nomads(Traverse), Settled Nomad Village(Amble), Free Settlement(Deliverance)...
- Ensured all armor was properly crafted at their corresponding armour smith locations.
- Heavily lowered the stealth bonuses on any gear that has it...(Mainly Ninja Gear)
- Ensured the Mist Ghouls can't just be easily stealth KO'd(Mist Queen, included...)
- Ensured Shek barkeepers and other traders will trade with you after killing the Bugmaster(the dialogue was previously bugged out, prior, causing them to endlessly loop celebrating the accomplishment...)
- Ensured Shek Warrior Base 1 is not utilized for non-Shek Kingdom faction members.(It would cause some shek characters, outside the Shek Kingdom faction, to react as if they were a part of the Shek Kingdom faction...)
- Added a slave to the Noble's houses, setup only to tend to the noble personally...
- Gave proper cut resistance to Order of Chitrin heavy/medium armor
- Lowered all Old Ironsides attack powers and it's attack power, in general
- Bonecats were given a slight nerf to bleeding damage
- ^A slight nerf was applied, in general, as well
- ^^Made Bonecats a much weaker striker, with having a high defense and causing bleeding...
- Added Trident blueprints to the port towns
- Ensured that the player can get into the smithy from the casino in Shark, on the swamp walkways
- Lowered number of prisoners that spawn in the jail cells of all places, throughout the map.(Along with mainly having weaker characters spawn as prisoners)
- Made Beak Things much, much harder to be able to dodge when they are attacking the player. Especially when in larger packs.
- Beak Thing Nests were given a "Big Bertha" Beak Thing that just sits and protects the nest area(aka the eggs)
- ^An entire squad watches over the eggs, much more closely than before...
- Lowered Beak Thing Egg prices by 10-20%, while also lowering the number that spawn in one nest at once
- Setup Beak Things to attack legs much more often, to slow down escape.
- Made Cage Beasts much stronger strikers, with higher HP...
- ^Also, renamed them to Paracers...
- Adjusted, balanced, and set the threshold on which a faction will run away from a fight(Be it from being outnumbered or losing too many members of their squad...)
- ^Animal factions included
- All dog factions were made to be much less aggressive with other wildlife/animal factions...
- Ensured Narko’s Disciples Apothecaries have 100% acid protection
- Becoming allies with the Holy Nation also make you allied to the faction of "Rebirth"
- ^This was also done for the Highlanders and the Slaver Prison faction
- Set all the No Faction towns to have all their buildings just be sellable to the player, with a 0x multiplier on the sell price of buildings...(Essentially, ghost towns can be "bought" for nothing...)
- Various towns, throughout the map, were given a corpse furnace, to ensure all cities have a means of disposing of unwanted guests...
- Got rid of turrets on any buildings not shared by the faction running said town. Essentially, trying to slim down chances for factions meant to be neutral ending up in fights with one another.
- Defensive Gate 5 had the cost set to an appropriate amount of building materials to build
- Black Desert City robotic limb shop was setup to ensure proper restocking
- Ensured The Reawakened are properly allied to you, if you kill Cat-Lon
- ^Also, ensured The Third Empire is allied to you, if you kill the Second Empire Leaders and Tinfist
- Ogdam had it's floating animal feeder addressed...
- Ensured NPC characters don't just attack the player one at a time, if they see them and the player is allied to their enemy...
- Ensured the Narko's Disciples isn't setup to attack people at Narko's Trap(after they take it over, with town overrides...)
- Ensured Slave Farms have enough people driving them to work...
- Ensured hivers sell first aid kits in their bars
- Tried to ensure Skeletons don't attack Rebirth...
- Gave Noble Houses slightly better loot...
- Gave False Scorpions better drops, upon downing/killing.
- Balanced the Mechanical Hivers body part health, in order to bring them more in line with their intended constitution.
- Balanced all the settings related to factions loving or hating someone for a period of time, based on severity of response.(Should make it so that some factions are a little more forgiving of past transgressions, than others.)
- Overhauled the "road preference" for all factions, to ensure bandit factions stay off the roads, while major factions mainly stay on roads entirely...
- Gave all bonedog created races a general heavy nerf. Making them more of a proper pack animal again, than a singular killer...
- All created faction capital towns finally have proper town overrides, to more properly implement them further into the game...
- ^Narko's Refuge, Shraff, Kopek, Sakar, Ashigakari
- Added in a left side (thief) arm and a right side (steady) arm...
- Added in and ensured all robotic limbs have both a left and right variant, for their icons.
- Made it so that robotic severed limbs actually worth some cats
- ^Mist Ghoul limbs, as well...
- Ensured all mercenary squads are of the Mercenary Guild faction only
- Fix for The Hub's bugged turret on the wall
- Shem Blackmarket had it's pathfinding adjusted, to ensure the need to utilize the gates.
- Added more Swamp Platforms, in all Swamper towns, in order for more open beds to be readily available to the locals and their allies.
- Added an override for the Howler's Market to be shuttered, should the leader of the Hounds no longer be alive
- Ensured the Trade Ninjas were allied to every faction whose town their shops inhabit...
- ^Added dialogue that makes you enemies with the Trade Ninjas, if you're enemies with the Traders Guild, and vice versa
- Made all Traders Guild caravan trader squads, outside their influence area, as part of the "Trade Ninjas" faction, instead...
- Made it so that the Old Ruins in the Deadlands are no longer a walk in the park to clear, due to various changes.
- For the Tech Hunter shops, created a new "Tech Trader" faction that is allied to the Tech Hunters and every faction whose towns they inhabit
- ^Have the regular Tech Hunters faction become the player's enemy, should the player have made an enemy of the Tech Traders Faction.
- Added dialogue that makes the Holy Nation enemies of the player, if the player is enemies of the Rebirth faction and vice versa
- Added dialogue that makes the Highlanders enemies of the player, if the player is enemies of the Slaver Prison faction and vice versa.
- Gave the United Cities dialogue to go to war with the player faction, if they're enemies with the Slave Traders or the Traders Guild...
- Added in skeleton variants of the Blackshifters, just like all the rest of the swamper gang factions have a skeleton variant...(all with the mech hiver races)
- ^Twinblades too
- ^^Also, gave each swamp gang specific, differing skeleton races
- Old Storage Crate (Lost Race) ensured to be properly clickable...
- Properly set the number of people that can utilize the higher levels of the Stone Mines
- ^Balanced the "max operators" and "output rate" of all mines.(Effectively, ensuring the higher level mines continue to correspondingly increase in output and use)
- Gave the Dune Renegades much more Dune Dogs, in their town of Shraff, than just regular bonedogs...
- Made sure no squad leaders had rescue or find a bed to put someone in, as an ai goal.
- ^That way, it's only done by the squad...
- Increased the prisoner shackles lock level...
- Ensured backpacks being sold to shops no longer causes a shop to respawn it's stock properly...
- Properly set a faction for all the "old empire homeless" and "third empire homeless" squad spawns...
- ^Would cause a minor error report, deep within the logs, prior...
- Added in new names for a few various generically named towns:
- ^"Grass Pirate Outpost"->Shprek
- ^^"Berserker Outpost"->Berko
- ^^^"Scorched Outpost"->Kombust
- Created a gamestart with a character with no limbs and $1 billion debt...(with every faction as your enemy, except the Shinobi Thieves)
- ^Created another one with $10 million debt and crappy replacement limbs...
- Added "Trashed" interiors for all Hive buildings
- Overhauled the "Moor Buildings" Building Category, to add in a few appropriate buildings...
- ^Ensured all the "Moor Buildings" are researchable with the Moor Buildings Research
- Created a lighter variant of the Outpost S-V Building...
- Added in a "lighter" and "darker" variant of the interior walls.
- ^Utilized specifically, based upon faction.
- Added "Trashed" interior empty resident, as the default in deadhive villages...
- Ensured all hiver shops have a chance to properly spawn in shop guards.
- Entirely overhauled the prisoner system, utilized prior, within UWE. Essentially, leading to faster loading in, along with less chance of having higher level characters as prisoners.
- Adjusted all hiver-specific faction armor to properly have the possibility of the various "hive praetorian" races as being able to utilize it...
- Mech Hive Praetorians had the proper weather immunities setup for them
- Adjusted the Vain rain coloration to not be so harsh on the eyes of the player...
- Adjusted the Western Hive Caravans not sell to other hivers(just as their shopkeepers do not sell to "no-hives" or "hiveless" if they are a hive race)
- Adjusted the Mechanical Hive to not spawn in fish or crops...
- Adjusted Northern Hive Caravans to not trade with a non-hiver...
- Made the Carapace Hive Armor properly craftable by the player...
- ^Also made the blueprints sellable by the mech hive
- Balanced the cookpit from the Hive mod and the cookpit already available, within UWE
- Made the Firepit w/pot much, much less efficient at making food, bcuz it doesn't require electricity
- Added in firepits with casual seating only...(Characters will gather around the fire, like they would with regular seating)
- All animal traps now have proper animations and nodes
- ^Ensured the Fishing Nets have proper nodes, as well
- Made it so that campfire cooking is no longer automated.(No longer can you cook meat endlessly, to come back to it not just burnt to a crisp...)
- Ensured the fish, fruits, and veggies take less time to cook than the meat and foul meat, at campfires(foul raw meat is the longest...)
- Gave all hiver faction villages many more recruits...
- Balanced the Fogman dropped item to be a "Fogman Ooze Sack"(that way, they don't have to die for it to be grabbed)[Instead of a Fog Prince Head]
- Adjusted the costs of re-arming the animal traps
- Added in a "Thinfish Bait" item, akin to the other baits created...(Should help balance fishing out much better)
- Created trapping research that increases the production speed of the traps...
- ^This was done for fishing, as well...
- Overhauled all farms, within NPC towns in-game, to ensure that they can be properly randomized.
- Go through all the towns, in-game, to find farms that are non-vanilla(without building replacements being on...)
- Gave the Mist Mother much, much more defense at her tower
- Built a new Ancient Lab, in Obedience biome
- ^That way, there is a Mist Tower there, along with a proper Ancient Lab to scavenge...
- Increased Robotic Racial Wear Rate, by 25%...
- Adjusted the food price multiplier down slightly, to make foods slightly cheaper, in general
- Adjusted Flats Lagoon to pay even less for drugs(Never made sense, with their proximity to the Swamps, that they would pay such a premium for a readily available nearby good...)
- ^The SW Empire and Catun, as well
- Slightly lowered the United Cities drug prices, on their various trade culture.
- Adjusted to have less skeleton repair kits in the Trader's Guild caravans...
- Adjusted all Trader's Guild spawns outside of the United Cities’ zone of influence to be of the Trade Ninjas faction, instead...
- Adjusted the "Hiningenteki Hantas" to be referred to as the "Inhuman Hunters" for their faction name.
- ^This was done in all corresponding dialogue, as well...
- Tried to further ensure the Inhuman Hunters and the Holy Nation Outlaws no longer fall into open war.
- Adjusted the Gutters and the Hiver factions to no longer attack one another openly.
- Added dialogue, on the Tech Traders and Trade Ninjas shopkeeps, that notices if the player is the enemy of their benefactor faction(Tech Hunters for Tech Traders and Traders Guild, for Trade Ninjas)
- ^It will instantly make you enemies to the Tech Traders/Trade Ninjas, should the player be enemies of their corresponding benefactor faction...
- Added "flavor text" to all the *tribe* headgear, stating that's it's only wearable by reptiloids...
- Ensured all illicit goods have a proper description to describe it's effects or the like.
- Ensured "Empty Capital" has a building interior set for it's abandoned lab...
- Ensured some more ranges of factions are less likely to fall into open war with one another...
- Slightly weakened and lowered the spawns of the White Eyebrow Clan and the Black Dragon Ninjas, in Shem...
- ^Also, slightly weakened their raid squads too
- Slightly buffed the Kral's Chosen, Berserker, and Band of Bones HQ locations...
- Heavily lowered the rewards for bringing in faction leaders/officers that may be considered a minor enemy of a faction.(For instance, bringing in Kral, Kraz, Ghost, Tora, or Yoshinga to the Shek Kingdom will no longer automatically ensure the player is allied to the Shek Kingdom. Instead, it will only increase the relations with the Shek Kingdom by +15)
- Adjusted the relations boost from handing in minor unique squad bounties to +5, instead of +10
- Gave the various "large value bounty" characters a name swap, in place of their current name.(That way, every play you can be hunting differently named bounties, to keep it fresh)
- ^Adjusted all bounty posters for these characters to not give a name, instead relying on their rank.("Hundred Guardian at x place...")
- Adjusted the homeless, roaming animal trader squads to carry far, far fewer bags with them...
- Created a game start for the Rockier Bottom start, with the economy limbs, at low health...
- Adjusted the prototype skeleton repair bed to work much, much slower than it currently does...
- Ensured the guards in Black Desert City don't throw people sleeping in beds at their local bar, into a jail cell...
- Made shopkeepers have a higher faction importance...(Killing characters with higher faction importance comes with heavier consequences)
- ^Caravan leaders and caravan guards too...
- Set the health much, much higher on things like safes, and other storage that should be difficult to smash
- ^This was increased on doors too
- Overhauled all the added in faction-specific furniture, for having incorrect item descriptions...
- Adjusted all the "Lagoon Version" variants of the buildings into their own "Lagoon Buildings" building category.
- Adjusted various buildings and furniture to be in their proper building categories...
- Various buildings and furniture were given proper descriptions
- Ensured all building groups are properly setup, with their corresponding vanilla building being the first selection in the category.(Effectively, modded in variants will no longer be the first selection in a category shared with a corresponding vanilla building.)
- Adjusted anywhere created buildings or furniture was added in, where they take the place of the vanilla building, in the building menu(just like the foul raw meat campfire was doing, prior to being fixed...)
- ^That way, the vanilla building is more readily navigable first(such as "Heavy Armour Smithy" being stuck behind Heavy Armour Smithy Chitin"...)
- Split up the Silos and Booze Distillers/Booze Stills to be much more readily navigated
- Added a generically generated name in for most generically named characters throughout the map...
- ^Pacifiers, Shop Guards, Caravan Guards, etc...
- Adjusted the Leviathanslayer properly do more damage to Leviathans...
- Adjusted weapons like Garru Choppers, so that they are only good against one animal type, as well...(Instead of just being good against all animals of a certain type...)
- Adjusted Leviathans to heal much faster...
- Adjusted mercenaries to carry wounded people, and put them down, when they are healed/can walk...
- ^Especially, they will pickup their downed leader
- Ensured the Tech Hunters sell tools properly...
- ^Tools are much more useful, with some recent changes...
- Made taking out the cannibal leaders way tougher...(Heavily increased their number of stronger characters at their HQ locations)
- Ensured Deadcatun's locals properly man their turrets.
- Ensured cannibals still have homeless spawns and camps, for after their leadership is killed(at least in the Cannibal Plains...)
- Lowered the ranged attack damage, in general. In addition to making reload times take 50% longer...(At the lower end, this is rough, however, with training the player can achieve a relatively quick reload.)
- Ensured that Multi-grain Bread recipes utilize the proper amount of bread.
- Food recipes were balanced and brought in line, to ensure that the amount of food utilized is balanced across variants.(Aka Multi-grain, Poppyseed, etc.)
- Made Mead more highly coveted
- ^Also, made Wine more coveted by the United Cities...(And the Traders Guild)
- Ensured Hiver Bars sell more alcohol and food, and less or no random stuff anymore...
- Added more trade goods/commodities to the hiver shops...
- Created a backwards cap mesh
- ^Added it into all corresponding spawns.
- Made it so that the campfires and cooking pots can't cook the more intricate meals at them...(Such as Foodcubes and Ration Packs, to ensure the cooking stove has even more reason to upgrade to, eventually.)
- Made it so that the foodcube can be made with analogs to the GreenFruit(such as Brown Veggie)
- ^Placed them into all the vanilla variants' spawns
- ^^Created new variants of the Ration Packs too, for each of these...
- Ensure all the created Foodcubes and Ration Packs are in all their corresponding spawn locations...
- ^They were placed in all the proper vendor lists, as well...
- Item Placement Groups had all their spawns balanced out, as well...(Basically, ensuring that some loot spawns are much more balanced now)
- Balanced all the "value" settings of all weapons...
- ^Essentially, bringing all created weapons in line with the "value" levels set by corresponding vanilla weapons analogues)
- Adjusted dried agave, baked brown veggie, roasted carrots, and cornstick on the cob to be made to be balanced in spawn rate with "dried meat"
- Ensured the Deadcat have a pacifier...
- Adjusted and cleaned up the "recipes" food stores, to ensure that it would only be used for foods that need to be grabbed from the box to create a recipe.(Such as dried meat, dried fish, bread, foodcubes, etc.)
- ^No "finished products" can be placed in the "recipes" food stores, basically...(aka they can't be made further into something else...)
- Slightly lowered what Tech Hunters and Skeletons pay for Tech-related items...
- Added the Bonedog Heads to all the proper trade cultures...
- ^Increased the value to make it more than just a trophy
- Made Animal Chitin worth much more money
- ^Ensured that it is included in all the appropriate trade cultures
- Ensured Herbivores and Wildlife is set to run away, if they aren't outnumbering their enemies by more than 2-3 to 1 and also run away if less than 60% of them are alive still...
- Increased all bonedog race spawns slightly...(Created and vanilla)
- ^As in their number that spawn in, in their homeless and camp spawns...(to make it feel like more of a proper "wolf pack")
- Adjusted regular bonedog spawns back into some of the places the created bonedog spawns had previously replaced them...
- Made it so that Land Bats seek corpses to eat, akin to the Bonedogs and Raptors...
- Setup skimmers to eat corpses, that way they clean up battlefields somewhat too...(they already will, if they spawn in a nest, for some reason only...)
- Added many more animals(like 7-10 total) at the Frontier Tamers towns
- Lowered all bar squads/barhops faction-specific squads, across the map, to try and ensure everyone has a seat at the local bars...
- ^Not having enough bar seats may cause the "going home" bug outside of town gates...
- Made it so the Fishmen spawns don't overwhelm the Floodlands
- ^However, that can happen, if the Deluged King and Terron the Steel-Bender are dead
- Added in a Sturmijaz ally raid, that shows up for cannibal raids(only if the appropriate cannibal leaders are already dead tho, and their leader is alive...)
- Lowered the value of the shops in the Hub
- ^They will now carry less stuff, in their vendors.
- Increased all animal biome spawn chances by 2x-3x of their previous settings...
- ^This was done to ensure animals spawn in much more consistently
- Created "Disgraced Noble's Son," "Disgraced Paladin's Son," and "Disgraced Guardian's Son" game starts...
- Ensured to properly rebalance the warring squad spawns in Bast and Skinner's Roam
- All factions had proper corpse disposal and town intruder out squads setup, to ensure all ai in towns work as intended.
- Have minor factions' trade caravans have a very, very small chance to spawn only at their main town...
- ^Minor faction trade caravans that homeless spawn into a biome will only spawn in when some of their local enemy leaders are no longer alive.
- Ensured skeletons no longer spawn anywhere near Okran's Shield or Rebirth...
- Hungry Bandit spawns were highly increased, in the Border Zone and surrounding biomes...
- ^Until the Dust King and Hill King is no longer alive, then their spawns go back to normal spawn levels.
- ^^Ensured the Starving Bandits have much higher spawns, in Skinner's Roam, as well, before the Hill Marauder King and Dust King are no longer alive...
- Spawns in Bast were balanced, so that cannibals have a much higher spawn rate/chance in the early game.
- ^Along with that, United Cities and Holy Nation spawns are based upon whether the player has progressed to the mid game...(If the Bastard King, Hill King, and Dust King are dead, along with the local cannibal leaders)
- Fishmen were made to take over the Floodlands much more, if the Deluged King is dead.
- Created a starving bandit camp, with basically nothing minimal amenities...
- Setup the Starving Bandits to only attack others they outnumber more than 3-1
- ^This was done to try and cut back on weaklings attacking overmatched opponents.)
- Vagrants and weak spawns, in general, were given much more spawns in the Great Desert and The Hook, specifically targeted for the early game...
- ^Mid-game spawns are much more balanced for the United Cities to have overwhelming numbers
- Weaker spawns in the Stenn Desert were also given much more spawns, for the early game...
- Adjusted bandit bounties, generally, to be more fitting and economically balanced...
- Overhauled the armor quality settings, for all factions, to ensure that most factions no longer sell prototype quality gear. In addition, higher quality gear should be much less rare, to come by, at a corresponding faction armor shop.
- Overhauled all vendor spawn lists, to ensure that shops have a proper chance to spawn in a corresponding variety of goods.
- Gave the Narko's Disciples proper gas protection, for survival within their harsh biome...
- Increased the MA dodge animation, slightly, to ensure the player is much less likely to get stunlocked...
- Added in a "landmark" building, that the player can use to place down a landmark for their map.(Essentially, creating a player base that can be named, for marking spots on the map)
- Increased the bed rent cost at various faction bars, throughout the map...
- ^This was done for the robotics shops too...
- Overhauled the "inventory content name" for all storages that included multiple item types.(To clarify what was possible to store...)
- Added in a replacement limb-specific storage...
- Add in small chances to have "bonuses" of 100-1000 cats, for a generic bounty brought in...(Should ensure a slightly more dynamic bounty system)
- ^Only have a 1% chance to get the 1000c bonus tho, with a 10% chance for a 100c bonus...
- ^^This was done for bringing in slaves too...(But with only a 100-400 cats bonus)
- Overhauled all squads to no longer utilize the randomized "chosenfrom list" for their general spawns. Instead, utilizing the same system utilized for all other squad spawns.
- ^Effectively, it should ensure that squads spawn in much more smoothly and quickly...
- Ensured all squatter squads had a proper faction set on them.
- Lowered the possible number of nests and homeless spawns, in all biomes, to ensure stability and performance.(Some biomes were altered to unbalanced levels, prior.)
- Setup more generic recruits to have a chance to spawn, on all factions...
- ^These recruits will be dynamically named based upon their race, region, and faction...
- Overhauled the cannibal raids back to vanilla almost levels...(Due to performance issues, based upon their raids, for some users)
- Added levi pearls, to Noble House item spawn list...
- Added in some more campaign raids, for the Dust Bandits and Hill Marauders(to essentially ensure they really draw the player's attention/wrath by midgame)
- Added wooden sandals to the noble hunter character...(They had no footwear set for them, prior, for some odd reason)
- Setup fishing, in general, to take "Fishing Material" to "reset the hook, put on new baits, add more line" and such...
- Made fishing for Grand Fish much more labor intensive/more time-consuming, to balance to food/income source properly.
- ^All fishing is slightly rebalanced, to make it a little more difficult and time-consuming...
- Ensure that all (overrides) for towns are set to either properly have residents override or not...
- ^Previously, some towns were set improperly, causing the entire town to just be for sale...
- Took pickup town intruders off of any law enforcement ai packages. That way, they only pick up lawbreakers and people with bounties, and won't fill their cages with mere town intruders.
- Racial bonuses were added back on all races that had them, in vanilla, but were taken off, previously...
- ^Mainly effected various skeleton races and their Heavy Weapons stat
- ^^This change was made previously, due to the information available at the time. Thanks to Frankiewuzhere, we were able to ascertain that such a stat being set as a racial bonus is now working as intended again.
- Ensured all AI Packages that have "go home go to bed" set directly in them, also have overlap of other AI goals, so that they don't just stand around aimlessly outside the town gates...
- Ensured the Cold Bloods don't just attack the player on sight.
- Increased the strength of the Rebel Farmers' HQ guards,(so they can't be destroyed easily by the NPC factions) along their strongest campaign raid...
- Setup all gate guards appropriately, so that they don't just leave their posts as easily...
- ^Setup housemates, on all gate guards, that act in a differing way from the rest of the guards.
- Properly set "protect allies stay close to town" everywhere "protect allies" is on a town resident squad...
- NPC residents in towns were made to no longer attack and chase enemies endlessly. Instead, turning back to go home, when the enemy gets too far from their towns...
- Adjusted all bandit King squad sizes
- ^Gave them more stronger guys and less weaker...
- ^^Just less men, overall, too
- Added proper storages for Authentic Building Material
- Ensured the Fogmen have proper overrides for some of the Hive Buildings...
- All interrogation dialogues had their "Bag Check (Minor Factions)" set appropriately at a few more places throughout the dialogues...
- ^Due to this not being set properly, the dialogue would have the opportunity to trigger endlessly, in rare occasions...
- All hivers had their gate guard dialogue reworked, just as the Western Hive is...
- All hiver override towns, for their villages, were setup appropriately, to balance out the use of all the new buildings...
- Gave Dreg some kind of soil nutrition, so crops have some chance, instead of 0...
- ^Along with the None and Royal Valley biomes, as well...
- Adjusted the hive capitals to be considered towns and not villages, for them to have a proper icon on the map
- ^Ensured to tweak their town circle, to make up for the change...
- Made it so that the northern hive villages get taken over by the deadhive too...
- ^Up to and including, having to win back one of the villages from the deadhive...
- Black Hound of Vain had it's wanted poster properly set to say 100k reward and not 1mil
- Properly overhauled the gate guard dialogue to trigger when intended, along with no longer triggering or progressing if the player is no longer within a set of conditions...
- ^Effectively, the gate guards will no longer have a chance to follow the player endlessly threatening them...
- ^^Gate guards are much more likely to stay near the gates they are supposed to defend...
- Properly setup all the gate guards sees player approach dialogue with crime alarms, instead of massive alarms.
- ^Also, setup all the all the gate guards sees player approach dialogue with dialogue setup to give up and run back to the gates(go home), if the player is no longer in the town of the corresponding faction
- All gate guard dialogue will now properly "lock" the dialogue it is intended to, on all dialogue tree outcomes.(Previously, there were some outcomes that had the rare chance to lead to the dialogue erroneously staying "unlocked" to keep triggering for the player endlessly...)
- Balanced out all the hiver factions spawns, to ensure the residents have a correct balance, without bloating the numbers of their villages...
- ^Southern Hive is slightly more buffed, in numbers, than their counterparts...
- Hiver Factions all had their own faction banners created for them...
- ^Special thanks to Nyansdead, for their creation of these faction banners, along with the new UWE 2.0 Banner, in general
- Midland Hiver racial stats slightly overhauled
- Created an "intermediary" faction, for the Skeletons(Skeleton Traders)
- ^This was created due to their shops within United Cities, Tech Hunters, and Traders Guild towns...
- ^^If the player is the enemy of the Skeletons faction, the Skeleton Trader shops, in the United Cities, for instance, will not sell to the player...
- Created dialogue for the United Cities that triggers and makes the United Cities enemies with the player, if the player is enemies with the Slave Traders or Trader's Guild
- ^This was done for the Holy Nation with the Rebirth faction too
- ^^This was also done for the Highlanders and the Slavers Prison faction too
- Setup dialogue for the Slavers Prison to ally you, if you ally the Highlanders, through dialogue...
- ^Ensured this is the case for Rebirth and The Holy Nation, as well
- Added being enemies of the Trade Ninjas triggering the Traders Guild to become the player's enemies too
- Fix for the interior of the Metal Wallhouse for the Skeleton Bounty Office...
- Tweaked the crossbow multiplier, on various articles of clothing, to ensure it was properly balanced...
- Created some "item research" for sets of armor, to make it easier to get and then craft.
- ^This was done for sets such as the Ronin Armor, Shinobi Armor, Holy Armor, Unholy Armor, etc...
- Ensured that the Holy and Unholy Heavy Armor has the blueprints buyable in more locations...
- Adjusted joining the Shinobi Thieves to cost 35k now...
- Tweaked and adjusted all dialogue that erroneously had set "massive alarm" as an effect, instead of "crime alarm"
- ^This caused an ai issue...
- Tweaked and adjusted all dialogue that erroneously had set "assault phase" as an effect...
- Used spell check to find most readily available spelling errors and typos, in select locations...
- Various small tweaks and fixes...
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