Scaarion’s Kenshi Expansion
Kenshi is a world unlike any other, on that we can all agree, but it feels a bit… incomplete. While I lack the mesh editor so many seemed to have access to when this game came out, there was still a lot that could be done even without it. However, before we dive in, I would like to state plainly that I would love to collaborate with others who have access to this tool for blender, as there are many items included in this mod which would benefit heavily from custom icons and meshes, so please, reach out if you are interested in lending a hand!
**A populated Hub**
Ever read the name "The Hub" and wondered why it’s a total ruin? Even with the notes one can find, it bothers me. The Shinobi Traders now have an established foothold, featuring several traders (one of whom is unique), gate guards, and a barracks.
**New Equipment**
I’m still working out the kinks in it, most namely icons and trying to get custom meshes going for the ones that need it most. However, I have over tripled the number of crossbows, and doubled the number of melee weapons, as well as added in some variant armours and clothing. More to come!
**New Turrets**
Ever had a turret just do absolutely nothing in the face of an oncoming raid? Even two or three pale in comparison to the wall of bodies charging your walls. Now introducing augmented turrets! Nothing fancy, just conventional upgrades to what is already there for more damage or rate of fire, depending on the model.
**New Research**
Basic Computing is one of the backbones of the new equipment and structures available. Use old CPUs and AI cores to research advanced training routines, better training facilities, more dedicated storage for easier automation, and much more! More now spawn, and they are now a renewable (but costly) resource!
**More Skeletons and Specialized Variants**
Ever wonder why all skeletons that are playable are forged for the same functionality? It isn’t because they worked better or were more enduring, that’s for sure. Now, as to not break the lore, I didn’t just make soldierbots and P4 units playable. P4’s ARE playable, but that’s not the point. I added five unique specialized models of skeleton with unique health, skill bonus, penalty, and movement speed values with NPCs that are recruitable for each. Additionally, more now spawn where they are appropriate.
**New NPCs and Better Recruits!**
I went through dozens of recruits and gave them more diverse kits of potential starting gear, divergent weapon and armour grades, expanded base inventories, and so forth. I also found several unused NPCs in the files and re-implemented them into the game. Zed and his gang of Trailer stars can now be found in World’s End as recruitable mid-level NPCs out the door. Several new units have been added beyond them, and more will come soon, along with screenshots of each.
Further, Mercenary Contracts lasting for a max of 8 days bothers me. Especially for bodyguards only lasting up to 2. You can now hire bodyguards for up to 5 days (not that much more, but that’s because it makes sense for traveling guards), and can pay for mercenaries for up to a year in advance! If you have the money, you might even convince them to work for you for life. Just don’t pull out once you’ve comitted to that arrangement. They won’t take kindly to you flashing a fat stack of cats and walking out. (There is a way to farm positive or negative reputation with mercs now through this. Good luck!)
Finally, NPCs as a whole have been made just a bit more capable. Not just in terms of combat, but in terms of their stated job roles. Scientists now have high science values, doctors high medic scores, and crafters/shopkeeps high crafting scores. However, fighters also come in more varieties, and with more deadly skills, too. Ranged combat is a make or break for any real military. Even the samurai of old had dedicated archers. So, while I have no idea how to add a functioning BOW to the game, I did the next best thing: All military factions now have dedicated ranged combatants that spawn alongside their melee-oriented brethren (and sister… en?).
Finally, some new travelling traders have joined the mix. Introducing Missionaries. A holier-than-thou racist regime just doesn’t quite land if it doesn’t have forceful assertions of their holy rites wandering the world. Missionaries are well-equipped trading convoys who will lay down the law when necessary. However, if you’re on their side (for some reason), they have a stockpile of goods they’re willing to sell, including copies of their oh-so-sacred book, building supplies, farming supplies, and other tidbits of use.
**__Special Thanks__**
Thank you HatedMekkr for allowing me to use your fantastic meshes and textures! The new meshes and textures found for drifters’ gear, ninja gear, and so forth are innumerable, and rather than link to individual files, here’s their whole workshop! Give them a try if you would rather have just the variant equipment styles:
https://steamcommunity.com/workshop/filedetails/?id=3643315384