Faction Upgrade (Mercenary Guild) ENG

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Author: Azamat97El

Last revision: 29 Jan at 22:14 UTC

File size: 31.24 MB

On Steam Workshop

Description:

Faction Upgrade is my series of mods aimed at improving the various factions of the Kenshi world. The mod will affect the following things:

1. Weapons and armor
2. Cities and bases
3. Units
4. Dialogs
5. Starts

The Faction Upgrade (Mercenary Guild) mod aims to improve the faction of the same name.

Changes:

Town
Imperial Mercenaries:

Two small forts were established on the beach of the Bonesfields, in which, by order of Lord Shiro, mercenary units were stationed. They monitor the coast, exterminating fishmen and other dangerous animals.

If Lord Shiro dies, the forts will be occupied by Anti Slavers, and if TinFist is defeated, the settlements will be occupied by the Southern Hive.

After Lord Shiro’s death and the samurai’s departure from Catun, mercenaries from the coast will retreat there and take up defense outside the walls of the city, becoming its guards, hired by Catun Scrapmaster. If Catun Scrapmaster dies, the city will fall, abandoned by the mercenaries to their fate.

The Mercenaries of Shek:

The mercenaries established their small headquarters in the Old Front Line. If the Bug Boss is dead or captured, and Esata is alive, the Sheki will occupy and rebuild this settlement, but the mercenary headquarters will remain in place.

Shek mercenary camps can be found in the lands of the Old Frontlines, where they gather forces to defeat the Bugmaster and capture his treasures. If the Bugmaster is defeated, they will collapse their camps and leave.

Lore and dialogues

Previously, in addition to simple mercenaries in the lands of the Holy Nation, one could find unique units consisting only of people. I decided to develop this idea and give the Shek their own mercenary units.

All the mercenaries have become a little stronger (Slightly weaker than the average fighters of large factions), since mostly mercenaries are former military and should have good combat experience.

I also made their contracts more expensive (As in my Social Lives mods), about 1,000 cats per day for each mercenary, because I think it’s more fair, because a person can’t risk his life for pennies that he can’t even buy bread with.

Squads

In the original game, as far as I was concerned, there was extremely little involvement of the Mercenary Guild in the life of the world. Now the mercenaries will be actively used to their advantage by various factions.

For example, in disputed territories (Bast, Skimsands, Border Zone), you can find small detachments of mercenaries under the command of officers of the employer’s faction. They conduct reconnaissance and strengthen the combat forces of the main troops. You can even see two opposing mercenary groups fighting.

The mercenaries from the Holy Nation will now guard the caravans of the faction, and the mercenaries of the Empire will guard the caravan of Free Traders.

Weapons and Armor.

Mercenaries from different cultures have some differences in armor and weapons, which makes them unique in their own way. Weapons and armor and their blueprints can be found in UC, HN, SK stores and in the library in a Black Skratch.

(IMPORTANT! These modifications are already included in my mod and DO NOT NEED to be installed)

The mod includes the following types of armor:

3) https://steamcommunity.com/sharedfiles/filedetails/?id=2875287426
4) https://steamcommunity.com/sharedfiles/filedetails/?id=1999265784

Weapon:

2) https://steamcommunity.com/sharedfiles/filedetails/?id=2993969487

Thanks to the authors for their hard work!